Applying access controls to communications with avatars

ABSTRACT

Senders of instant messages may inspire perception by a recipient of avatars capable of being animated in order to customize or personalize communication exchanges from the sender. The avatar, an animation of or associated with the avatar, an object associated with the avatar, or another component of the avatar or communication may be inappropriate, or otherwise objectionable, to the recipient, the recipient class or category, or an identity associated with the recipient. In one example, a parent of a minor who is the intended recipient of an avatar (or a component of the avatar or communication) may object to the minor being exposed to the avatar (or the component of the avatar or communication). In such a case, the communication may be discarded or the perception of the objectionable avatar (or component associated with the avatar or the communication) by the intended recipient may be disabled, replaced or modified.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation-in-part of U.S. application Ser. No. 10/747,255, filed Dec. 30, 2003 and titled USING AVATARS TO COMMUNICATE that claims the benefit of U.S. Provisional Application No. 60/450,663, filed Mar. 3, 2003, and titled PROVIDING VIDEO, SOUND, OR ANIMATED CONTENT WITH INSTANT MESSAGES, and claims the benefit of U.S. Provisional Application No. 60/512,852, filed Oct. 22, 2003, and titled PROVIDING VIDEO, SOUND, OR ANIMATED CONTENT WITH INSTANT MESSAGES, all of which are incorporated by reference.

TECHNICAL FIELD

This description relates to projecting a graphical representation of a communications application operator (hereinafter “sender”) in communications sent in a network of computers.

BACKGROUND

Online services may provide users with the ability to send and receive instant messages. Instant messages are private online conversations between two or more people who have access to an instant messaging service, who have installed communications software necessary to access and use the instant messaging service, and who each generally have access to information reflecting the online status of other users.

An instant message sender may send self-expression items to an instant message recipient. Current implementations of instant messaging self-expression enable a user to individually select self-expression settings, such as a Buddy Icon and a Buddy Wallpaper, which settings thereafter project to other users who see or interact with that person online.

DESCRIPTION OF DRAWINGS

FIGS. 1, 2 and 5 are diagrams of user interfaces for an instant messaging service capable of enabling a user to project an avatar for self-expression.

FIG. 3 is a flow chart of a process for animating an avatar based on the content of an instant message.

FIG. 4 is a block diagram illustrating exemplary animations of an avatar and textual triggers for each animation.

FIG. 6 is a diagram illustrating an exemplary process involving communications between two instant messaging client systems and an instant message host system, whereby an avatar of a user of one of the instant message client systems is animated based on the animation of an avatar of a user of the other of the instant message client systems.

FIG. 7 is a flow chart of a process for selecting and optionally customizing an avatar.

FIG. 8 is a block diagram depicting examples of avatars capable of being projected by a user for self-expression.

FIG. 9 is a diagram of a user interface for customizing the appearance of an avatar.

FIG. 10 is a diagram of a user interface used to present a snapshot description of an avatar.

FIG. 11A is a block diagram illustrating relationships between online personas, avatars, avatar behaviors and avatar appearances.

FIG. 11B is a flow chart of a process for using a different online personality to communicate with each of two instant message recipients.

FIG. 12 is a diagram of a user interface that enables an instant message sender to select among available online personas.

FIG. 13 is a diagram of exemplary user interfaces for enabling an instant message sender to create and store an online persona that includes an avatar for self-expression.

FIG. 14 is a flow chart of a process for enabling a user to change an online persona that includes an avatar for self-expression.

FIG. 15 is a flow chart of a process for using an avatar to communicate an out-of-band message to an instant message recipient.

FIGS. 16, 17, 18 and 19 are diagrams of exemplary communications systems capable of enabling an instant message user to project an avatar for self-expression.

FIGS. 20A-20B, 21, 23, 25A-25D, and 26A-26C are flow charts of processes for using access control levels to protect a user from exposure to an avatar or another aspect of instant messaging communications.

FIG. 22 is a diagram of an exemplary user interface that may be presented to a user upon receipt of an instant message with an accompanying avatar that is not consistent with the access control level of the intended instant message recipient.

FIGS. 24A and 24B are diagrams of data structures for access control information related to avatars.

DETAILED DESCRIPTION

Senders of instant messages may inspire perception by a recipient of avatars capable of being animated in order to customize or personalize communication exchanges from the sender. The avatar, an animation of or associated with the avatar, an object associated with the avatar, or another component of the avatar or communication may be inappropriate, or otherwise objectionable, to the recipient, the recipient class or category, or an identity associated with the recipient. In one example, a parent of a minor who is the intended recipient of an avatar (or a component of the avatar or communication) may object to the minor being exposed to the avatar (or the component of the avatar or communication). In such a case, the communication may be discarded or the perception of the objectionable avatar (or component associated with the avatar or the communication) by the intended recipient may be disabled, replaced or modified.

FIG. 1 illustrates an exemplary graphical user interface 100 for an instant messaging service capable of enabling a user to project an avatar for self-expression. The user interface 100 may be viewed by a user who is an instant message sender and whose instant messaging communications program is configured to project an avatar associated with and used as an identifier for the user to one or more other users or user groups (collectively, instant message recipients). In particular, the user IMSender is an instant message sender using the user interface 100. The instant message sender projects a sender avatar 135 in an instant messaging communications session with an instant message recipient SuperBuddyFan1, who projects a recipient avatar 115. A corresponding graphical user interface (not shown) is used by the instant message recipient SuperBuddyFan1. In this manner, the sender avatar 135 is visible in each of the sender's user interface and the recipient's user interface, as is the recipient avatar 115. The instant messaging communications session may be conducted simultaneously, near-simultaneously, or serially.

The user interface (UI) 100 includes an instant message user interface 105 and an instant messaging buddy list window 170.

The instant message user interface 105 has an instant message recipient portion 110 and an instant message sender portion 130. The instant message recipient portion 110 displays the recipient avatar 115 chosen by the instant message recipient with whom the instant message sender is having an instant message conversation. Similarly, the instant message sender portion 130 displays the sender avatar 135 chosen by the instant message sender. The display of the sender avatar 135 in the instant message user interface 105 enables the instant message sender to perceive the avatar being projected to the particular instant message recipient with whom the instant message sender is communicating. The avatars 135 and 115 are personalization items selectable by an instant message user for self-expression.

The instant message user interface 105 includes an instant message composition area 145 for composing instant message messages to be sent to the instant message recipient and for message history text box 125 for displaying a transcript of the instant message communications session with the instant message recipient. Each of the messages sent to, or received from, the instant message recipient are listed in chronological order in the message history text box 125, each with an indication of the user that sent the message as shown at 126. The message history text box 125 optionally may include a time stamp 127 for each of the messages sent.

Wallpaper may be applied to portions of the graphical user interface 100. For example, wallpaper may be applied to window portion 120 that is outside of the message history box 125 or window portion 140 that is outside of the message composition area 145. The recipient avatar 115 is displayed over, or in place of, the wallpaper applied to the window portion 120, and the wallpaper applied to the window portion 120 corresponds to the recipient avatar 115. Likewise, the sender avatar 135 is displayed over, or in place of, the wallpaper applied to the window portion 140 and the wallpaper applied to the window portion 120 corresponds to the sender avatar 135. In some implementations, a box or other type of boundary may be displayed around the avatar, as shown by boundary 157 displayed around the sender avatar 135. A different wallpaper may be applied to window portion 158 inside the boundary 157 than the wallpaper applied to the window portion 140 outside of the message composition area 145 but not within the boundary 157. The wallpaper may appear to be non-uniform and may include objects that are animated. The wallpapers applied to the window portions 120 and 140 may be personalization items selectable by an instant message user for self-expression. The wallpaper applied to the window portion 140 and/or the window portion 158 may include one or more objects that may be animated. In some implementations, the window portion 158 may include animations that are different from animations in the window portion 140. In one example, the window portion 158 may be animated to show weather, such as falling snow, falling rain or sunshine.

The instant message user interface 105 also includes a set of feature controls 165 and a set of transmission controls 150. The feature controls 165 may control features such as encryption, conversation logging, conversation forwarding to a different communications mode, font size and color control, and spell checking, among others. The set of transmission controls 150 includes a control 160 to trigger sending of the message that was typed into the instant message composition area 145, and a control 155 for modifying the appearance or behavior of the sender avatar 135.

The instant message buddy list window 170 includes an instant message sender-selected list 175 of potential instant messaging recipients (“buddies”) 180 a-180 g. Buddies typically are contacts who are known to the potential instant message sender (here, IMSender). In the list 175, the representations 180 a-180 g include text identifying the screen names of the buddies included in list 175; however, additional or alternative information may be used to represent one or more of the buddies, such as an avatar associated with the buddy, that is reduced in size and either still or animated. For example, the representation 180 a includes the screen name and avatar of the instant message recipient named SuperBuddyFan1. The representations 180 a-180 g may provide connectivity information to the instant message sender about the buddy, such as whether the buddy is online, how long the buddy has been online, whether the buddy is away, or whether the buddy is using a mobile device.

Buddies may be grouped by an instant message sender into one or more user-defined or pre-selected groupings (“groups”). As shown, the instant message buddy list window 170 has three groups, Buddies 182, Co-Workers 184, and Family 186. SuperBuddyFan1 185 a belongs to the Buddies group 182, and ChattingChuck 185 c belongs to the Co-Workers group 184. When a buddy's instant message client program is able to receive communications, the representation of the buddy in the buddy list is displayed under the name or representation of the buddy group to which the buddy belongs. As shown, at least potential instant messaging recipients 180 a-180 g are online. In contrast, when a buddy's instant message client program is not able to receive communications, the representation of the buddy in the buddy list may not be displayed under the group with which it is associated, but it may instead be displayed with representations of buddies from other groups under the heading Offline 188. All buddies included in the list 175 are displayed either under one of the groups 182, 184, or 186, or under the heading Offline 188.

As illustrated in FIG. 1, each of the sender avatar 135 and the recipient avatar 115 is a graphical image that represents a user in an instant message communications session. The sender projects the sender avatar 135 for self-expression, whereas the recipient projects the recipient avatar 115 also for self-expression. Here, each of the animation avatars 135 or 115 is an avatar that only includes a graphical image of a face, which may be referred to as a facial avatar or a head avatar. In other implementations, an avatar may include additional body components. By way of example, a Thanksgiving turkey avatar may include an image of a whole turkey, including a head, a neck, a body and feathers.

The sender avatar 135 may be animated in response to an instant message sent to the instant message recipient, and the recipient avatar 115 may be animated in response to an instant message sent by the instant message recipient. For example, the text of an instant message sent by the sender may trigger an animation of the sender avatar 135, and the text of an instant messages sent by the instant message recipient to the sender may trigger an animation of the recipient avatar 115.

More particularly, the text of a message to be sent is specified by the sender in the message specification text box 145. The text entered in the message specification text box 145 is sent to the recipient when the sender activates the send button 160. When the send button 160 is activated, the instant message application searches the text of the message for animation triggers. When an animation trigger is identified, the sender avatar 135 is animated with an animation that is associated with the identified trigger. This process is described more fully later. In a similar manner, the text of a message sent by the instant message recipient and received by the sender is searched for animation triggers and, when found, the recipient avatar 115 is animated with an animation associated with the identified trigger. By way of example, the text of a message may include a character string “LOL,” which is an acronym that stands for “laughing out loud.” The character string “LOL” may trigger an animation in the sender avatar 135 or the recipient avatar 115 such that the sender avatar 135 or the recipient avatar 115 appears to be laughing.

Alternatively or additionally, the sender avatar 135 may be animated in response to an instant message sent from the instant message recipient, and the recipient avatar 115 may be animated in response to a message sent from the instant message sender. For example, the text of an instant message sent by the sender may trigger an animation of the recipient avatar 115, and the text of an instant messages sent by the instant message recipient to the sender may trigger an animation of the sender avatar 135.

More particularly, the text of a message to be sent is specified by the sender in the message specification text box 145. The text entered in the message specification text box 145 is sent to the recipient when the sender activates the send button 160. When the send button 160 is activated, the instant message application searches the text of the message for animation triggers. When an animation trigger is identified, the recipient avatar 115 is animated with an animation that is associated with the identified trigger. In a similar manner, the text of a message sent by the instant message recipient and received by the sender is searched for animation triggers and, when found, the sender avatar 135 is animated with an animation associated with the identified trigger.

In addition, the sender avatar 135 or the recipient avatar 115 may be animated in direct response to a request from the sender or the recipient. Direct animation of the sender avatar 135 or the recipient avatar 115 enables use of the avatars as a means for communicating information between the sender and the recipient without an accompanying instant message. For example, the sender may perform an action that directly causes the sender avatar 135 to be animated, or the recipient may perform an action that directly causes the recipient avatar 115 to be animated. The action may include pressing a button corresponding to the animation to be played or selecting the animation to be played from a list of animations. For example, the sender may be presented with a button that inspires an animation in the sender avatar 135 and that is distinct from the send button 160. Selecting the button may cause an animation of the sender avatar 135 to be played without performing any other actions, such as sending an instant message specified in the message composition area 145. The played animation may be chosen at random from the possible animations of the sender avatar 135, or the played animation may be chosen before the button is selected.

An animation in one of the avatars 135 or 115 displayed on the instant messaging user interface 105 may cause an animation in the other avatar. For example, an animation of the recipient avatar 115 may trigger an animation in the sender avatar 135, and vice versa. By way of example, the sender avatar 135 may be animated to appear to be crying. In response to the animation of the sender avatar 135, the recipient avatar 115 also may be animated to appear to be crying. Alternatively, the recipient avatar 115 may be animated to appear comforting or sympathetic in response to the crying animation of the sender avatar 135. In another example, a sender avatar 135 may be animated to show a kiss and, in response, a recipient avatar 115 may be animated to blush.

The recipient avatar 115 may appear to respond to a mood of the sender communicated by the sender avatar 135. By way of example, in response to a frowning or teary animation of the sender avatar 135, the recipient avatar 115 also may appear sad. Alternatively, the recipient avatar 115 may be animated to try to cheer up the sender avatar 135, such as by smiling, exhibiting a comical expression, such as sticking its tongue out, or exhibiting a sympathetic expression.

An avatar 135 or 115 may be animated in response to a detected idle period of a predetermined duration. For example, after a period of sender inactivity, the sender avatar 135 may be animated to give the appearance that the avatar is sleeping, falling off of the instant messaging interface 105, or some other activity indicative of inactivity. An avatar 135 or 115 also may progress through a series of animations during a period of sender inactivity. The series of animations may repeat continuously or play only once in response to the detection of an idle period. In one example, the sender avatar 135 may be animated to give the appearance that the avatar is sleeping and then having the avatar appear to fall off the instant messaging user interface 105 after a period of sleeping. Animating an avatar 135 or 115 through a progression of multiple animations representative of a period of sender inactivity may provide entertainment to the sender. This may lead to increased usage of the instant messaging user interface 105 by the sender, which in turn, may lead to an increased market share for the instant message service provider.

The sender avatar 135 or the recipient avatar 115 may be animated to reflect the weather at the geographic locations of the sender and the recipient, respectively. For example, if rain is falling at the geographic location of the sender, then the sender avatar 135 may be animated to put on a rain coat or open an umbrella. The wallpaper corresponding to the sender avatar 135 also may include rain drops animated to appear to be failing on the sender avatar 135. The animation of the sender avatar 135 or the recipient avatar 115 played in response to the weather may be triggered by weather information received on the sender's computer or the recipient's computer, respectively. For example, the weather information may be pushed to the sender's computer by a host system of an instant messaging system being used. If the pushed weather information indicates that it is raining, then an animation of the sender avatar 135 corresponding to rainy weather is played.

Furthermore, the avatar may be used to audibly verbalize content other than the text communicated between parties during a communications session. For example, if the text “Hi” appears within a message sent by the sender, the sender avatar 135 may be animated to verbally say “Hello” in response. As another example, when the text “otp” or the text “on the phone” appears within a message sent by the recipient, the recipient avatar 115 may be animated to verbally say “be with you in just a minute” in response. As another example, in response to an idle state, an avatar may audibly try to get the attention of the sender or the recipient. For example, when the recipient sends a message to the sender that includes a question mark and the sender is determined to be idle, the recipient avatar 115 may audibly say “Hello? You there?” to try to elicit a response from the sender regarding the recipient's question.

The sender may mute the recipient avatar 115 or the sender avatar 135 to prevent the recipient avatar 115 or the sender avatar 135 from speaking further. By way of example, the sender may prefer to mute the recipient avatar 115 to prevent the recipient avatar 115 from speaking. In one implementation, to show that an avatar is muted, the avatar may appear to be wearing a gag.

The voice of an avatar may correspond to the voice of a user associated with the avatar. To do so, the characteristics of the user's voice may be extracted from audio samples of the user's voice. The extracted characteristics and the audio samples may be used to create the voice of the avatar. Additionally or alternatively, the voice of the avatar need not correspond to the voice of the user and may be any generated or recorded voice.

The sender avatar 135 may be used to communicate an aspect of the setting or the environment of the sender. By way of example, the animation and appearance of the sender avatar 135 may reflect aspects of the time, date or place of the sender or aspects of the circumstances, objects or conditions of the sender. For example, when the sender uses the instant messaging user interface 105 at night, the sender avatar 135 may appear to be dressed in pajamas and have a light turned on to illuminate an otherwise dark portion of the screen on which the avatar is displayed and/or the sender avatar 135 may periodically appear to yawn. When the sender uses the instant messaging user interface 105 during a holiday period, the sender avatar 135 may be dressed in a manner illustrative of the holiday, such as appearing, as Santa Claus during December, a pumpkin near Halloween, or Uncle Sam during early July. The appearance of the sender avatar 135 also may reflect the climate or geographic location of the sender. For example, when rain is falling in the location of the sender, wallpaper corresponding the sender avatar 135 may include falling raindrops and/or the sender avatar 135 may wear a rain hat or appear under an open umbrella. In another example, when the sender is sending instant message from a tropical location, the sender avatar 135 may appear in beach attire.

The sender avatar 135 also may communicate an activity being performed by the sender while the sender is using the instant messaging user interface 105. For example, when the sender is listening to music, the avatar 135 may appear to be wearing headphones. When the sender is working, the sender avatar 135 may be dressed in business attire, such as appearing in a suit and a tie.

The appearance of the sender avatar 135 also may communicate the mood or an emotional state of the sender. For example, the sender avatar 135 may communicate a sad state of the sender by frowning or shedding a tear. The appearance of the sender avatar 135 or the recipient avatar 115 may resemble the sender or the recipient, respectively. For example, the appearance of the sender avatar 135 may be such that the sender avatar 135 appears to be of a similar age as the sender. In one implementation, as the sender ages, the sender avatar 135 also may appear to age. As another example, the appearance of the recipient avatar 115 may be such that the recipient avatar 115 has an appearance similar to that of the recipient.

In some implementations, the wallpaper applied to the window portion 120 and/or the wallpaper applied to the window portion 140 may include one or more animated objects. The animated objects may repeat continuously or periodically on a predetermined or random basis a series of animations. Additionally or alternatively, the wallpapers applied to the window portions 120 and 140 may be animated to in response to the text of messages sent between the sender and the recipient. For example, the text of an instant message sent by the sender may trigger an animation of the animated objects included in the wallpaper corresponding to the sender avatar 135, and the text of an instant messages sent by the instant message recipient to the sender may trigger an animation of the animated objects included in the wallpaper corresponding to the recipient avatar 115. The animated objects included in the wallpapers may be animated to reflect the setting or environment, activity and mood of the recipient and the sender, respectively.

An avatar may be used as a mechanism to enable self-expression or additional non-text communication by a user associated with the avatar. For example, the sender avatar 135 is a projection of the sender, and the recipient avatar 115 is a projection of the recipient. The avatar represents the user in instant messaging communications sessions that involve the user. The personality or emotional state of a sender may be projected or otherwise communicated through the personality of the avatar. Some users may prefer to use an avatar that more accurately represents the user. As such, a user may change the appearance and behavior of an avatar to more accurately reflect the personality of the user. In some cases, a sender may prefer to use an avatar for self-expression rather than projecting an actual image of the sender. For example, some people may prefer using an avatar to sending a video or photograph of the sender.

Referring to FIG. 2, the animation of an avatar may involve resizing or repositioning the avatar such that the avatar occupies more or different space on the instant message user interface 105 than the original boundary of the avatar. In the illustration of FIG. 2, the size of sender avatar 205 has been increased such that the avatar 205 covers a portion of the message instant message composition area 145 and the control 155. In addition, elements of the user interface 100 other than an avatar also may be displayed using additional space or using different space on the user interface 100. For example, a sender avatar may depict a starfish with an expressive face and may be displayed on wallpaper that includes animated fish. The animated fish included in the wallpaper may be drawn outside the original boundary around the sender avatar 135 and appear to swim outside the original boundary area.

Referring to FIG. 3, a process 300 is illustrated for animating an avatar for self-expression based on the content of an instant message. In particular, an avatar representing an instant message sender is animated in response to text sent by the sender. The wallpaper of the avatar also is animated. The process 300 is performed by a processor executing an instant messaging communications program. In general, the text of a message sent to an instant message recipient is searched for an animation trigger and, when a trigger is found, the avatar that represents the instant message sender is animated in a particular manner based on the particular trigger that is found. The wallpaper displayed for the avatar includes an animated object or animated objects. The object or objects may be animated based on the content of the instant message sent or may be animated based on other triggers, including (but not limited to) the passing of a predetermined amount of time, the occurrence of a particular day or time of day, any type of animation of the sender avatar, a particular type of animation of the sender avatar, any type of animation of the recipient avatar, or a particular type of the animation of the recipient avatar. Also, when the sender is inactive for a predetermined duration, the avatar sequentially displays each of multiple animations associated with an idle state.

The process 300 begins when an instant message sender who is associated with an avatar starts an instant messaging communications session with an instant message recipient (step 305). To do so, the sender may select the name of the recipient from a buddy list, such as the buddy list 170 from FIG. 1. Alternatively, the name of the recipient may be entered into a form that enables instant messages to be specified and sent. As another alternative, the sender may start an instant messaging application that may be used to sign on for access to the instant messaging system and specify the recipient as a user of the instant messaging system with which a communications session is to be started. Once the recipient has been specified in this manner, a determination is made as to whether a copy of avatars associated with the sender and the recipient exist on the instant message client system being used by the sender. If not, copies of the avatars are retrieved for use during the instant message communications session. For example, information to render an avatar of the recipient may be retrieved from an instant message host system or the instant message recipient client. In some cases, a particular avatar may be selected by the sender for use during the instant messaging communications session. Alternatively or additionally, the avatar may have been previously identified and associated with the sender.

The processor displays a user interface for the instant messaging session including the avatar associated with the sender and wallpaper applied to the user interface over which the avatar is displayed (step 307). The avatar may be displayed over, for example, wallpaper applied to a portion of a window in which an instant message interface is displayed. In another example, the avatar is displayed over a portion or portions of an instant message interface, such as window portions 120 or 140 and FIG. 1. In the example of FIG. 3, the wallpaper corresponding to avatar may include an object or objects that are animated during the instant message communications session.

The processor receives text of a message entered by the sender to be sent to the instant message recipient (step 310) and sends a message corresponding to the entered text to the recipient (step 315). The processor compares the text of the message to multiple animation triggers that are associated with the avatar projected by the sender (step 320). A trigger may include any letter, number, or symbol that may be typed or otherwise entered using a keyboard or keypad. Multiple triggers may be associated with an animation.

Referring also to FIG. 4, examples 400 of triggers associated with animations 405 a-405 q of a particular avatar model are shown. Each of the animations 405 a-405 q has multiple associated triggers 410 a-410 q. More particularly, by way of example, the animation 405 a, in which the avatar is made to smile, has associated triggers 410 a. Each of the triggers 410 a includes multiple character strings. In particular, triggers 410 a include a “:)” trigger 411 a, a “:-)” trigger 412 a, a “0:-)” trigger 413 a, a “0:)” trigger 414 a, and a “Nice” trigger 415 a. As illustrated, a trigger may be an English word, such as 415 a, or an emoticon, such as 411 a-414 a. Other examples of a trigger include a particular abbreviation, such as “lot” 411 n, and an English phrase, such as “Oh no” 415 e. As discussed previously, when one of the triggers is included in an instant message, the avatar is animated with an animation that is associated with the trigger. In one example, when “Nice” is included in an instant message, the avatar is made to smile. In one implementation, one or more of the triggers associated with an animation is modifiable by a user. For example, a user may associate a new trigger with an animation, such as by adding “Happy” to triggers 410 a to make the avatar smile. In another example, a user may delete a trigger associated with an animation (that is, disassociate a trigger from an animation), such as by deleting “Nice” 415 a. In yet another example, a user may change a trigger that is associated with an animation, such as by changing the “wink” trigger 413 b to “winks.”

In some implementations, a particular trigger may be associated with only one animation. In other implementations, a particular trigger may be permitted to be associated with multiple animations. In some implementations, only one of the multiple animations may be played in response to a particular trigger. The single animation to be played may be chosen randomly or in a pre-determined manner from the multiple animations. In other implementations, all of the multiple animations may be played serially based on a single trigger. In some implementations, a user may be permitted to delete a particular animation. For example, the user may delete the yell animation 405 g. In such a case, the user may delete some or all of the triggers associated with the yell animation 405 g or may chose to associate some or all of the triggers 410 g with a different animation, such as a smile animation 405 a.

Referring again to FIG. 3, the processor determines whether a trigger is included within the message (step 325). When the message includes a trigger (step 325), the processor identifies a type of animation that is associated with the identified trigger (step 330). This may be accomplished by using a database table, a list, or a file that associates one or more triggers with a type of animation for the avatar to identify a particular type of animation. Types of animation include, by way of example, a smile 405 a, a wink 405 b, a frown 405 c, an expression with a tongue out 405 d, a shocked expression 410 d, a kiss 405 f, a yell 405 g, a big smile 405 h, a sleeping expression 405 i, a nodding expression 405 j, a sigh 405 k, a sad expression 405 l, a cool expression 405 m, a laugh 405 n, a disappearance 405 o, a smell 405 p, or a negative expression 405 q, all of FIG. 4. The identified type of animation for the avatar is played (step 335).

Optionally, the processor may identify and play an animation of at least one wallpaper object based on the match of a trigger with the text of the message sent (step 337).

The processor monitors the communications activity of the sender for periods of inactivity (step 340) to detect when the sender is in an idle state or an idle period of communications activity (step 345). The sender may be in an idle state after a period during which no messages were sent. To detect an idle state, the processor may determine whether the sender has not typed or sent an instant message or otherwise interacted with the instant message communications application for a predetermined amount of time. Alternatively, an idle state may be detected by the processor when the sender has not used the computer system in which the processor operates for a predetermined amount of time.

When the processor detects inactivity (which may be referred to an idle state), a type of animation associated with the idle state is identified (step 350). This may be accomplished by using a database table, list or file that identifies one or more types of animations to play during a detected idle period. The type of animations played during a detected idle state may be the same as or different from the types of animations played based on a trigger in an instant message. The identified type of animation is played (step 355). In one implementation, multiple types of animation associated with the idle state may be identified and played. When the processor detects that the sender is no longer idle, such as by receiving an input from the sender, the processor may immediately stop playing the animation event (not shown). In some implementations, a user may select types of animations to be played during an idle period and/or select the order in which the animation are played when multiple animations are played during an idle period. A user may configure or otherwise determine the duration of time during which no messages are sent that constitutes an idle period for the user.

In some implementations, the processor may detect a wallpaper object trigger that is different than the trigger used to animate the sender avatar (step 360). For example, the processor may detect the passage of a predetermined amount of time. In another example, the processor may detect that the content of the instant message includes a trigger for a wallpaper object animation that is different from the trigger used to animate the sender avatar. Other wallpaper object triggers may include (but are not limited to) the occurrence of a particular day or a particular time of day, the existence of any animations by the sender avatar, the existence of a particular type of animation by the sender avatar, the existence of animations by the recipient avatar, and/or the existence of a particular type of the animation of the recipient avatar. The triggers for the animation of wallpaper objects also may be user-configurable such that a user selects whether a particular type of animation is to be included, any animations are to be played, and triggers for one or more of the wallpaper objects. A trigger for a type of animation of a wallpaper object or objects may be the same as, or different from, one of the triggers associated with animating the avatar.

When the processor detects a wallpaper object trigger (step 360), the processor identifies and plays an animation of at least one wallpaper object (step 337).

The process of identifying and playing types of animations during a sent instant message (steps 310-335) is performed for every instant message that is sent and for every instant message that is received by the processor. The process of identifying and playing types of animation events during periods of inactivity (steps 340-355) may occur multiple times during the instant messaging communications session. Steps 310-355 may be repeated indefinitely until the end of the instant messaging communications session.

The process of identifying and playing the types of animations that correspond to a sent instant message or that are played during a period of sender inactivity (steps 320-355) also are performed by the processor of the instant message communications application that received the message. In this manner, the animation of the sender avatar may be viewed by the sender and the recipient of the instant message. Thus, the animation of the avatar conveys information from the sender to the recipient that is not directly included in the instant message.

Referring to FIG. 5, an instant messaging interface 500 may be used by a sender of a speech-based instant messaging system to send and receive instant messages. In the speech-based instant messaging system, instant messages are heard rather than read by users. The instant messages may be audio recordings of the users of the speech-based instant messaging system, or the instant messages may include text that is converted into audible speech with a text-to-speech engine. The audio recordings or the audible speech are played by the users. The speech-based instant messaging interface 500 may display an avatar 505 corresponding to a user of the instant messaging system from which speech-based instant messages are received. The avatar 505 may be animated automatically in response to the received instant messages such that the avatar 505 appears to be speaking the contents of the instant message. The recipient may view the animation of the avatar 505 and gather information not directly or explicitly conveyed in the instant message. Depending on the animation played, the recipient may be able to determine, for example, the mood of the sender or whether the sender is being serious or joking.

More particularly, the audio message may be processed in the same or similar manner as a textual instant message is processed with respect to the animation process 300 of FIG. 3. In such a case, types of animations are triggered by audio triggers included in an instant message.

In some implementations, the avatar 505 may appear to be speaking the instant message. For example, the avatar 505 may include animations of mouth movements corresponding to phonemes in human speech to increase the accuracy of the speaking animations. When the instant message includes text, a text-to-speech process may be generate sounds spoken by the avatar 505, animations corresponding to phonemes in the text may be generated, and a lip synchronization process may be used to synchronize the playing of the audio with the lip animation such that the phonemes are heard at the same time that the corresponding animation of the mouth of the avatar 505 is seen. When the instant message includes an audio recording, animations corresponding to phonemes in the audio recording may be generated, and a lip synchronization used to synchronize the playing of the audio recording with the lip animation.

In another example, a sender may record an audio portion to be associated with one or more animations of the avatar 505. The recording then may be played when the corresponding animation of the avatar 505 is played.

FIG. 6 illustrates an example process 600 for communicating between instant message clients 602 a and 602 b, through an instant message host system 604, to animate one avatar in response to an animation played in a different avatar. Each of the users using client 602 a or client 602 b is associated with an avatar that represents and projects the user during the instant message session. The communications between the clients 602 a and 602 b are facilitated by an instant messaging host system 604. In general, the communications process 600 enables a first client 602 a and a second client 602 b to send and receive communications from each other. The communications are sent through the instant messaging host system 604. Some or all of the communications may trigger an animation or animations in an avatar associated with the user of the first client 602 a and an animation or animations in an avatar associated with the user of the second client 602 b.

An instant messaging communications session is established between the first client 602 a and the second client 602 b in which communications are sent through the instant messaging server host system 604 (step 606). The communications session involves a first avatar that represents the user of the first client 602 a and a second avatar that represents the user of the second client 602 b. This may be accomplished, for example, as described previously with respect to step 305 of FIG. 3. In general, both the user of the first client 602 a and the user of the second client 602 b may use a user interface similar to the user interface 100 of FIG. 1 in which the sender avatar and the recipient avatar are displayed on the first client 602 a and on the second client 602 b.

During the instant messaging communications session, a user associated with the first client 602 a enters text of an instant message to be sent to a user of the second client 602 b, which is received by the processor on the client 602 a executing the instant messaging communications application (step 608). The entered text may include a trigger for one of the animations from the first avatar model. The processor executing the instant messaging communications application sends the entered text to the second client 602 b in the instant message by way of the host system 604 (step 610). Specifically, the host system 604 receives the message and forwards the message from the first client 602 a to the second client 602 b (step 612). The message then is received by the second client 602 b (step 614). Upon receipt of the message, the second client 602 b displays the message in a user interface in which messages from the user of the first client 602 a are displayed. The user interface may be similar to the instant messaging user interface 105 from FIG. 1, in which avatars corresponding to the sender and the recipient are displayed.

Both the first client 602 a and the second client 602 b have a copy of the message, and both the first client 602 a and the second client 602 b begin processing the text of the message to determine if the text of the message triggers any animations in the respective copies of the first and second avatar models. When processing the message, the first client 602 a and the second client 602 b may actually process the message substantially concurrently or serially, but both the first client 602 a and the second client 602 b process the message in the same way.

Specifically, the first client 602 a searches the text of the message for animation triggers to identify a type of animation to play (step 616 a). The first client 602 a then identifies an animation having the identified type of animation for a first avatar associated with the user of the first client 602 a (step 618 a). The first client 602 a plays the identified animation for the first avatar that is associated with the user of the first client 602 a (step 620 a). The first avatar model is used to identify the animation to be played because the first avatar model is associated with the first client 602 a, which sent the message. The first client 602 a and the second client 602 b use identical copies of the first avatar model to process the message, so the same animation event is seen on the first client 602 a and the second client 602 b.

The animation from the first avatar model triggers an animation from the second avatar model. To do so, the first client 602 a identifies, based on the identified type of animation played for the first avatar in response to the text trigger, a type of animation to be played for a second avatar that is associated with the user of the second client 602 b (step 622 a). The first client 602 b plays the identified type of animation for the second avatar (step 624 a).

The first client also may identify a type of animation to be played for wallpaper corresponding to the first avatar and plays the identified wallpaper animation of the first avatar (step 626 a). The wallpaper of the avatar may include an object or objects that are animated during the instant message communications session. The animation of the object or objects may occur based on, for example, a trigger in an instant message or the passage of a predetermined amount of time. The animation of wallpaper objects also may be user-configurable such that a user selects whether a particular type animation, or any animations, are played, and the triggers for one or more of the wallpaper objects. A trigger for a type of animation of a wallpaper object or objects may be the same as, or different from, one of the triggers associated with animating the avatar. After the message has been sent and processed, the user of the first client 602 a may not send any additional messages for a period of time. The first client 602 a detects such a period of inactivity (step 628 a). The first client 602 a identifies and plays an animation of a type associated with a period of inactivity of detected by the first client 602 a (step 630 a). This may be accomplished by using a database table, list or file that identifies one or more types of animations to play during a detected idle period.

The second client 602 b processes the instant message in the same was as the first client 602 a. Specifically, the second client 602 b processes the message with steps 616 b through 630 b, each of which are substantially the same as parallel the message processing steps 616 a through 630 a performed by the first client 602 a. Because each of the first client 602 a and the second client 602 b have copies of the avatars corresponding to the users of the first client 602 a and the second client 602 b, the same animations that were played on the first client 602 a as a result of executing steps 616 a through 630 a are played on the second client 602 b as a result of executing the similar steps 616 b through 630 b.

During the communications process 600, a text-based message indicates the types of animations that occur. However, messages with different types of content also may trigger animations of the avatars. For example, characteristics of an audio signal included in an audio-based message may trigger animations from the avatars.

Referring to FIG. 7, a process 700 is used to select and optionally customize an avatar for use with an instant messaging system. An avatar may be customized to reflect a personality to be expressed or another aspect of self-expression of the user associated with the avatar. The process 700 begins when a user selects an avatar from multiple avatars and the selection is received by the processor executing the process 700 (step 705). For example, a user may select a particular avatar from multiple avatars such as the avatars illustrated in FIG. 8. Each of the avatars 805 a-805 r is associated with an avatar model that specifies the appearance of the avatar. Each of the avatars 805 a-805 r also includes multiple associated animations, each animation identified as being of a particular animation type. The selection /may be accomplished, for example, when a user selects one avatar from a group of displayed avatars. The display of the avatars may show multiple avatars in a window, such as by showing a small representation (which in some implementations may be referred to as a “thumbnail”) of each avatar. Additionally or alternatively, the display may be a list of avatar names from which the user selects.

FIG. 8 illustrates multiple avatars 805 a-805 r. Each avatar 805 a-805 r includes an appearance, name, and personality description. In one example, avatar 805 a has an appearance 810 a, a name 810 b and a personality description 810 c. The appearance of an avatar may represent, by way of example, living, fictional or historical people, sea creatures, amphibians, reptiles, mammals, birds, or animated objects. Some avatars may be represented only with a head, such as avatars 805 a-805 r. In one example, the appearance of the avatar 805 b includes a head of a sheep. The appearance of other avatars may include only a portion or a specific part of a head. For example, the appearance of the avatar 805 l resembles a set of lips. Other avatars may be represented by a body in addition to a head. For example, the appearance of the avatar 805 n includes a full crab body in addition to a head. An avatar may be displayed over wallpaper that is related in subject matter to the avatar. In one example, the avatar 805 i is displayed over wallpaper that is indicative of a swamp in which the avatar 805 j lives.

Each of the avatars 805 a-805 r has a base state expression. For example, the avatar 805 f appears to be happy, the avatar 805 j appears to be sad, and the avatar 805 m appears to be angry. Avatars may have other base state expressions, such as scared or bored. The base state expression of an avatar may influence the behavior of the avatar, including the animations and the sounds of the avatar. In one example, the avatar 805 f has a happy base state expression and consequently has a generally happy behavior, whereas the avatar 805 m has a creepy base state expression and consequently has a generally scary, creepy and spooky demeanor. In another example, a happy avatar may have upbeat sounds while an angry avatar may appear to be shouting when a sound is produced. The base state expression of an avatar may be changed as a result of the activities of a user associated with the avatar. By way of example, the degree of happiness expressed by the avatar may be related to the number of messages sent or received by the user. When the user sends or receives many messages in a predetermined period of time, the avatar may appear happier than when the user sends or receives fewer messages in the predetermined period of time.

One of multiple avatars 805 a-805 r may be chosen by a user of the instant messaging system. Each of the avatars 805 a-805 r is associated with an appearance, characteristics and behaviors that express a particular type of personality. For example, an avatar 805 f, which has appearance characteristics of a dolphin, may be chosen.

Each of the avatars 805 a-805 r is a multi-dimensional character with depth of personality, voice, and visual attributes. In contrast to representing a single aspect of a user through the use of an unanimated, two-dimensional graphical icon, an avatar of the avatars 805 a-805 r is capable of indicating a rich variety of information about the user projecting the avatar. Properties of the avatar enable the communication of physical attributes, emotional attributes, and other types of context information about the user that are not well-suited (or even available) for presentation through the use of two-dimensional icons that are not animated. In one example, the avatar may reflect the user's mood, emotions, and personality. In another example, the avatar may reflect the location, activities and other context of the user. These characteristics of the user may be communicated through the appearance, the visual animations, and the audible sounds of the avatar.

In one example of an avatar personality, an avatar named SoccerBuddy (not shown) is associated with an energetic personality. In fact, the personality of the SoccerBuddy avatar may be described as energetic, bouncy, confidently enthusiastic, and youthful. The SoccerBuddy avatar's behaviors reflect events in soccer matches. For example, the avatar's yell animation is an “ole, ole, ole” chant, his big-smile animation is “gooooooaaaaaallllll,” and, during a frown animation or a tongue-out animation, the avatar shows a yellow card. Using wallpaper, the SoccerBuddy is customizable to represent a specific team. Special features of the SoccerBuddy avatar include cleated feet to represent the avatar's base. In general, the feet act as the base for the avatar. The SoccerBuddy avatar is capable of appearing to move about by pogo-sticking on his feet. In a few animations, such as when the avatar goes away, the avatar's feet may become large and detach from the SoccerBuddy. The feet are able to be animated to kick a soccer ball around the display.

In another example, a silent movie avatar is reminiscent of silent film actor in the 1920's and 1930's. A silent movie avatar is depicted using a stove-pipe hat and a handle-bar moustache. The silent movie avatar is not associated with audio. Instead of speaking, the silent movie avatar is replaced by, or displays, placards having text in a manner similar to how speech was conveyed in a silent movie.

In other examples, an avatar may be appropriate to current events or a season. In one example, an avatar may represent a team or a player on a team involved in professional or amateur sport. An avatar may represent a football team, a baseball team, or a basketball team, or a particular player of a team. In one example, teams engaged in a particular playoff series may be represented. Examples of seasonal avatars include a Santa Claus avatar, an Uncle Sam avatar, a Thanksgiving turkey avatar, a Jack-o-Lantern avatar, a Valentine's Day heart avatar, an Easter egg avatar, and an Easter bunny avatar.

Animation triggers of the avatar may be modified to customize when various types of animations associated with the avatar are to occur (step 710). For example, a user may modify the triggers shown in FIG. 4 to indicate when an avatar is to be animated, as described previously with respect to FIG. 3. The triggers may be augmented to include frequently used words, phrases, or character strings. The triggers also may be modified such that the animations that are played as a result of the triggers are indicative of the personality of the avatar. Modifying the triggers may help to define the personality expressed by the avatar and used for user self-expression.

A user also may configure the appearance of an avatar (step 715). This also may help define the personality of the avatar, and communicate a self-expressive aspect of the sender. For example, referring also to FIG. 9, an appearance modification user interface 900 may be used to configure the appearance of an avatar. In the example of FIG. 9, the appearance modification user interface 900 enables the user to modify multiple characteristics of a head of an avatar. For example, hair, eyes, nose, lips and skin tone of the avatar may be configured with the appearance modification user interface 900. For example, a hair slider 905 may be used to modify the length of the avatar's hair. The various positions of the hair slider 905 represent different possible lengths of hair for the avatar that correspond to different representations of the hair of the avatar included in the avatar model file associated with the avatar being configured. An eyes slider 910 may be used to modify the color of the avatar's eyes, with each position of the eyes slider 910 representing a different possible color of the avatar's eyes and each color being represented in the avatar model file. A nose slider 915 may be used to modify the appearance of the avatar's nose, with each position of the nose slider 915 representing a different possible appearance of the avatar's nose and each possible appearance being represented in the avatar model file. In a similar manner, a lips slider 920 may be used to modify the appearance of the avatar's lips, with each position of the lips slider 920 representing a different possible appearance of the avatar's lips and associated with a different lip representation in the avatar model file. The avatar's skin tone also may be modified with a skin tone slider 925. Each of the possible positions of the skin tone slider 925 represents a possible skin tone for the avatar with each being represented in the avatar model file.

The appearance of the avatar that is created as a result of using the sliders 905-925 may be previewed in an avatar viewer 930. The values chosen with the sliders 905-925 are reflected in the avatar illustrated in the avatar viewer 930. In one implementation, the avatar viewer 930 may be updated as each of the sliders 905-925 is moved such that the changes made to the avatar's appearance are immediately visible. In another implementation, the avatar viewer 930 may be updated once after all of the sliders 905-925 have been used.

A rotation slider 935 enables the rotation of the avatar illustrated in the avatar viewer 930. For example, the avatar may be rotated about an axis by a number of degrees chosen on the rotation slider 935 relative to an unrotated orientation of the avatar. In one implementation, the axis extends vertically through the center of the avatar's head and the unrotated orientation of the avatar is when the avatar is facing directly forward. Rotating the avatar's head with the rotation slider 930 enables viewing of all sides of the avatar to illustrate the changes to the avatar's appearance made with the sliders 905-925. The avatar viewer 930 may be updated as the rotation slider 930 is moved such that changes in the orientation of the avatar may be immediately visible.

The appearance modification user interface 900 also includes a hair tool button 940, a skin tool button 945, and a props tool button 950. Selecting the hair tool button 940 displays a tool for modifying various characteristics of the avatar's hair. For example, the tool displayed as a result of selecting the hair tool button 940 may enable changes to, for example, the length, color, cut, and comb of the avatar's hair. In one implementation, the changes made to the avatar's hair with the tool displayed as a result of selecting the hair tool button 940 are reflected in the illustration of the avatar in the avatar viewer 930.

Similarly, selecting a skin tool button 945 displays a tool for modifying various aspects of the avatar's skin. For example, the tool displayed as a result of selecting the skin tool button 945 may enable, for example, changing the color of the avatar's skin, giving the avatar a tan, giving the avatar tattoos, or changing the weathering of the avatar's skin to give appearances of the age represented by the avatar. In one implementation, the changes made to the avatar's skin with the tool displayed as a result of selecting the skin tool button 945 are reflected in the illustration of the avatar in the avatar viewer 930.

In a similar manner, selecting the props tool button 950 displays a tool for associating one or more props with the avatar. For example, the avatar may be given eyeglasses, earrings, hats, or other objects that may be worn by, or displayed on or near, the avatar through use of the props tool. In one implementation, the props given to the avatar with the tool displayed as a result of selecting the props tool button 950 are shown in the illustration of the avatar in the avatar viewer 930. In some implementations, all of the props that may be associated with the avatar are included in the avatar model file. The props controls whether each of the props is made visible when the avatar is displayed. In some implementations, a prop may be created using and rendered by two-dimensional animation techniques. The rendering of the prop is synchronized with animations for the three-dimensional avatar. Props may be generated and associated with an avatar after the avatar is initially created.

Once all desired changes have been made to the avatar's appearance, the user may accept the changes by selecting a publish button 955. Selecting the publish button 955 saves the changes made to the avatar's appearance. In addition, when copies of the avatar are held by other users of the instant messaging system to reflect the change made, the other users are sent updated copies of the avatar that reflect the changes made by the user to the avatar. The copies of the avatar may be updated so that all copies of the avatar have the same appearance such that there is consistency among the avatars used to send and receive out-of-band communications. The appearance modification user interface 900 may be used by the user to change only copies of the avatar corresponding to the user. Therefore, the user is prevented from making changes to other avatars corresponding to other users that may be overwritten he user is sent updated copies of the other avatars because the other users made changes to the other avatars. Preventing the user from modifying the other avatars ensures that all copies of the avatars are identical.

The avatar illustrated in the avatar viewer 930 may have an appearance that does not include one of hair, eyes, a nose, lips, or skin tone that are modified with the sliders 905-925. For example, the appearance of the avatar 805 l from FIG. 8 does not include hair, eyes, a nose, or skin tone. In such a case, the appearance modification user interface 900 may omit the sliders 905-925 and instead include sliders to control other aspects of the appearance of the avatar. For example, the appearance modification user interface 900 may include a teeth slider when the appearance of the avatar 805 l is being modified. Moreover, the interface 900 may be customized based on the avatar selected, to enable appropriate and relevant visual enhancements thereto.

In another example of configuring the appearance of an avatar, a configurable facial feature of an avatar may be created using blend shapes of the animation model corresponding to the avatar. A blend shape defines a portion of the avatar that may be animated. In some implementations, a blend shape may include a mesh percentage that may be modified to cause a corresponding modification in the facial feature. In such a case, a user may be able to configure a facial feature of an avatar by using a slider or other type of control to modify the mesh percentage of the blend shapes associated with the facial feature being configured.

In addition to modifying the appearance of the avatar with the appearance modification user interface 900, the color, texture, and particles of the avatar may be modified. More particularly, the color or shading of the avatar may be changed. The texture applied to avatar may be changed to age or weather the skin of the avatar. Furthermore, the width, length, texture, and color of particles of the avatar may be customized. In one example, particles of the avatar used to portray hair or facial hair, such as a beard, may be modified to show hair or beard growth in the avatar.

Referring again to FIG. 7, wallpaper over which the avatar is illustrated and an animation for objects in the wallpaper may be chosen (step 720). This may be accomplished by, for example, choosing wallpaper from a set of possible wallpapers. The wallpapers may include animated objects, or the user may choose objects and animations for the chosen objects to be added to the chosen wallpaper.

A trading card that includes an image of the avatar, a description of the avatar may be created (step 725). In some implementations, the trading card also may include a description of the user associated with the avatar. The trading card may be shared with other users of the instant messaging system to inform the other users of the avatar associated with the user.

Referring also to FIG. 10, one example of a trading card is depicted. The front side 1045 of the trading card shows the avatar 1046. The animations of the avatar may be played by selecting the animations control 1047. The back side 1050 of the trading card includes descriptive information 1051 about the avatar, including the avatar's name, date of birth, city, species, likes, dislikes, hobbies, and aspirations. As illustrated in FIG. 10, both the front side 1045 and the back side 1050 of the trading card is shown. In some implementations, only one side 1045 or 1050 of the trading card is able to be displayed at one time. In such a case, a user may be able to control the side of the trading card that is displayed by using one of the flip controls 1048 or 1052. A store from which accessories for the avatar 1046 illustrated in the trading card may be accessed by selecting a shopping control 1049.

Referring again to FIG. 7, the avatar also may be exported for use in another application (step 730). In some implementations, an avatar may be used by an application other than a messaging application. In one example, an avatar may be displayed as part of a user's customized home page of the user's access provider, such as an Internet service provider. An instant message sender may drag-and-drop an avatar to the user's customized home page such that the avatar is viewable by the user corresponding to the avatar. In another example, the avatar may be used in an application in which the avatar is viewable by anyone. An instant message sender may drag-and-drop the sender's avatar to the sender's blog or another type of publicly-accessible online journal. The user may repeat one or more of the steps in process 700 until the user is satisfied with the appearance and behavior of the avatar. The avatar is saved and made available for use in an instant messaging communications session.

Referring again to FIG. 10, the avatar settings user interface 1000 includes a personality section 1002. Selecting a personality tab 1010 displays a personality section of the avatar settings interface 1000 for modifying the behavior of the one or more avatars. In one implementation, the avatar settings user interface 1000 may be used with the process 700 of FIG. 7 to choose the wallpaper of an avatar and/or to create a trading card for an avatar.

The personality section 1002 of the avatar settings interface 1000 includes an avatar list 1015 including the one or more various avatars corresponding to the user of the instant messaging system. Each of the one or more avatars may be specified to have a distinct personality for use while communicating with a specific person or in a specific situation. In one implementation, an avatar may change appearance or behavior depending on the person with which the user interacts. For example, an avatar may be created with a personality that is appropriate for business communications, and another avatar may be created with a personality that is appropriate for communications with family members. Each of the avatars may be presented in the list with a name as well as a small illustration of each avatar's appearance. Selection of an avatar from the avatar list 1015 enables the specification of the behavior of the selected avatar. For example, the avatar 1020, which is chosen to be the user's default avatar, has been selected from the avatar list 1015, so the behavior of the avatar 1020 may be specified.

Names of the avatars included in the avatar list may be changed through selection of a rename button 1025. Selecting the rename button displays a tool for changing the name of an avatar selected from the avatar list 1015. Similarly, an avatar may be designated as a default avatar by selecting a default button 1030 after selecting the avatar from the avatar list 1015. Avatars may be deleted by selecting a delete button 1035 after selecting the avatar from the avatar list 1015. In one implementation, a notification is displayed before the avatar is deleted from the avatar list 1015. Avatars also may be created by selecting a create button 1040. When the create button 1040 is pressed, a new entry is added to the avatar list 1015. The entry may be selected and modified in the same way as other avatars in the avatar list 1015.

The behavior of the avatar is summarized in a card front 1045 and a card back 1050 displayed on the personality section. The card front 1045 includes an illustration of the avatar and wallpaper over which the avatar 1020 is illustrated. The card front 1045 also includes a shopping control 1049 to a means for purchasing props for the selected avatar 1020. The card back 1050 includes information describing the selected avatar 1020 and a user of the selected avatar. The description may include a name, a birth date, a location, as well as other identifying and descriptive information for the avatar and the user of the avatar. The card back 1050 also may include an illustration of the selected avatar 1020 as well as the wallpaper over which the avatar 1020 is illustrated. The trading card created as part of the avatar customization process 700 includes the card front 1045 and the card back 1050 automatically generated by the avatar settings interface 1000.

The personality section 1002 of the avatar settings interface 1000 may include multiple links 1055-1070 to tools for modifying other aspects of the selected avatar's 1020 behavior. For example, an avatar link 1055 may lead to a tool for modifying the appearance of the selected avatar 1020. In one implementation, selecting the avatar link 1055 may display the appearance modification user interface 900 from FIG. 9. In another implementation, the avatar link 1055 may display a tool for substituting or otherwise selecting the selected avatar 1020. In yet another example, the avatar link 1055 may allow the appearance of the avatar to be changed to a different species. For example, the tool may allow the appearance of the avatar 1020 to be changed from that of a dog to that of a cat.

A wallpaper link 1060 may be selected to display a tool for choosing the wallpaper over which the selected avatar 1020 is drawn. In one implementation, the wallpaper may be animated.

A sound link 1065 may be selected to display a tool with which the sounds made by the avatar 1020 may be modified. The sounds may be played when the avatar is animated, or at other times, to get the attention of the user.

An emoticon link 1070 may be selected to display a tool for specifying emoticons that are available when communicating with the selected avatar 1020. Emoticons are two-dimensional non-animated images that are sent when certain triggers are included in the text of an instant message. Changes made using the tools that are accessible through the links 1055-1070 may be reflected in the card front 1045 and the card back 1050. After all desired changes have been made to the avatars included in the avatar list 1015, the avatar settings interface 1000 may be dismissed by selecting a close button 1075.

It is possible, through the systems and techniques described herein, particularly with respect to FIGS. 11A-14, to enable users to assemble multiple self-expression items into a collective “online persona” or “online personality,” which may then be saved and optionally associated with one or more customized names. Each self-expression item is used to represent the instant message sender or a characteristic or preference of the instant message sender, and may include user-selectable binary objects. The self-expression items may be made perceivable by a potential instant message recipient (“instant message recipient”) before, during, or after the initiation of communications by a potential instant message sender (“instant message sender”). For example, self-expression items may include an avatar, images, such as wallpaper, that are applied in a location having a contextual placement on a user interface. The contextual placement typically indicates an association with the user represented by the self-expression item. For instance, the wallpaper may be applied in an area where messages from the instant message sender are displayed, or in an area around a dialog area on a user interface. Self-expression items also include sounds, animation, video clips, and emoticons (e.g., smileys). The personality may also include a set of features or functionality associated with the personality. For example, features such as encrypted transmission, instant message conversation logging, and forwarding of instant messages to an alternative communication system may be enabled for a given personality.

Users may assign personalities to be projected when conversing with other users, either in advance of or “on-the-fly” during a communication session. This allows the user to project different personalities to different people on-line. In particular, users may save one or more personalities (e.g., where each personality typically includes groups of instant messaging self-expression items such as, for example avatars, Buddy Sounds, Buddy Wallpaper, and Smileys, and/or a set of features and functionalities) and they may name those personalities to enable their invocation, they may associate each of different personalities with different users with whom they communicate or groups of such users so as to automatically display an appropriate/selected personality during communications with such other users or groups, or they may establish each of different personalities during this process of creating, adding or customizing lists or groups of users or the individual users themselves. Thus, the personalities may be projected to others in interactive online environments (e.g., Instant Messaging and Chat) according the assignments made by the user. Moreover, personalities may be assigned, established and/or associated with other settings, such that a particular personality may be projected based on time-of-day, geographic or virtual location, or even characteristics or attributes of each (e.g., cold personality for winter in Colorado or chatting personality while participating in a chat room).

In many instances, an instant message sender may have multiple online personas for use in an instant message communications session. Each online persona is associated with an avatar representing the particular online persona of the instant message sender. In many cases, each online persona of a particular instant message sender is associated with a different avatar. This need not be necessarily so. Moreover, even when two or more online personas of a particular instant message sender include the same avatar, the appearance or behavior of the avatar may be different for each of the online personas. In one example, a starfish avatar may be associated with two online personas of a particular instant message sender. The starfish avatar that is associated with one online persona may have different animations than the other starfish avatar that is associated with the other online persona. Even when both of the starfish avatars include the same animations, one of the starfish avatars may be animated to display an animation of a particular type based on different triggers than the same animation that is displayed for the other of the starfish avatars.

FIG. 11A shows relationships between online personas, avatars, avatar behaviors and avatar appearances. In particular, FIG. 11A shows online personas 1102 a-1102 e and avatars 1104 a-1104 d that are associated with the online personas 1102 a-1102 e. Each of the avatars 1104 a-1104 d includes an appearance 1106 a-1106 c and a behavior 1108 a-1108 d. More particularly, the avatar 1104 a includes an appearance 1106 a and a behavior 1108 a; the avatar 1104 b includes an appearance 1106 b and a behavior 1108 b; the avatar 1104 c includes the appearance 1106 c and a behavior 1108 c; and the avatar 1104 d includes an appearance 1106 c and a behavior 1108 d. The avatars 1104 c and 1104 d are similar in that both include the appearance 1106 c. However, the avatars 1104 c and 1104 d differ in that the avatar 1104 c includes the behavior 1108 c while the avatar 1104 d includes the behavior 1108 d.

Each of the online personas 1102 a-1102 e is associated with one of the avatars 1104 a-1104 d. More particularly, the online persona 1102 a is associated with the avatar 1104 a; the online persona 1102 b is associated with the avatar 1104 b; the online persona 1102 c also is associated with the avatar 1104 b the online persona 1102 d is associated with the avatar 1104 c; and the online persona 1102 e is associated with the avatar 1104 d. As illustrated by the online persona 1102 a that is associated with the avatar 1104 a, an online persona may be associated with an avatar that is not also associated with a different online persona.

Multiple online personas may use the same avatar. This is illustrated by the online personas 1102 b and 1102 c that are both associated with the avatar 1104 b. In this case, the appearance and behavior exhibited by avatar 1104 b is the same for both of the online personas 1102 b and 1102 c. In some cases, multiple online personas may use similar avatars that have the same appearance by which exhibit different behavior, as illustrated by online personas 1102 d and 1102 e. The online personas 1102 d and 1102 e are associated with similar avatars 1104 c and 1104 d that have the same appearance 1106 c. The avatars 1102 d and 1102 e, however, exhibit different behavior 1108 c and 1108 d, respectively.

In creating personalities, the instant message sender may forbid a certain personality to be shown to designate instant message recipients and/or groups. For example, if the instant message sender wants to ensure that the “Casual” personality is not accidentally displayed to the boss or to co-workers, the instant message sender may prohibit the display of the “Casual” personality to the boss on an individual basis, and may prohibit the display of the “Casual” personality to the “Co-workers” group on a group basis. An appropriate user interface may be provided to assist the instant message sender in making such a selection. Similarly, the instant message sender may be provided an option to “lock” a personality to an instant message recipient or a group of instant message recipients to guard against accidental or unintended personality switching and/or augmenting. Thus, for example, the instant message sender may choose to lock the “Work” personality to the boss on an individual basis, or to lock the “Work” personality to the “Co-workers” group on a group basis. In one example, the Casual personality will not be applied to a locked personality.

FIG. 11B shows an exemplary process 1100 to enable an instant message sender to select an online persona to be made perceivable to an instant message recipient. The selected online persona includes an avatar representing the online persona of the instant message sender. The process 1100 generally involves selecting and projecting an online persona that includes an avatar representing the sender. The instant message sender creates or modifies one or more online personalities, including an avatar representing the sender (step 1105). The online personalities may be created or modified with, for example, the avatar settings user interface 1000 of FIG. 10. Creating an online persona generally involves the instant message sender selecting one or more self-expression items and/or features and functionalities to be displayed to a certain instant message recipient or group of instant message recipients. A user interface may be provided to assist the instant message sender in making such a selection, as illustrated in FIG. 12.

FIG. 12 shows a chooser user interface 1200 that enables the instant message sender to select among available personalities 1205, 1210, 1215, 1220, 1225, 1230, 1235, 1240, 1245, 1250, and 1255. The user interface 1200 also has a control 1260 to enable the instant message sender to “snag” the personality of another user, and a control 1265 to review the personality settings currently selected by the instant message sender. Through the use of the avatar settings interface 1000, the user may change the personality, including the avatar, being projected to the instant message recipient before, during, or after the instant message conversation with the recipient.

Alternatively, the selection of a personality also may occur automatically without sender intervention. For example, an automatic determination may be made that the sender is sending instant messages from work. In such a case, a personality to be used at work may be selected automatically and used for all communications. As another example, an automatic determination may be made that the sender is sending instant messages from home, and a personality to be used at home may be selected automatically and used for all communications. In such an implementation, the sender is not able to control which personality is selected for use. In other implementations, automatic selection of a personality may be used in conjunction with sender selection of a personality, in which case the personality automatically selected may act as a default that may be changed by the sender.

FIG. 13 shows a series 1300 of exemplary user interfaces for enabling an instant message sender to create and store a personality, and/or select various aspects of the personality such as avatars, buddy wallpaper, buddy sounds, and smileys. As shown, user interface 1305 enables an instant message sender to select a set of one or more self-expression items and save the set of self-expression items as a personality. The user interface 1305 also enables an instant message sender to review and make changes to an instant message personality. For example, the user interface 1305 enables an instant message sender to choose an avatar 1310 (here, referred to as a SuperBuddy), buddy wallpaper 1315, emoticons 1320 (here, referred to as Smileys), and buddy sounds 1325. A set of controls 1340 is provided to enable the instant message sender to preview 1340 a the profile and to save 1340 b these selected self-expression items as a personality. The instant message sender is able to name and save the personality 1345 and then is able to apply the personality 1350 to one or more individual instant message recipients or one or more groups of instant message recipients. A management area 1350 a is provided to enable the instant message sender to delete, save, or rename various instant message personalities. In choosing the self-expression items, other interfaces such as user interface 1355 may be displayed to enable the instant message sender to select the particular self-expression items. The user interface 1355 includes a set of themes 1360 for avatars which enables an instant message sender to select a particular theme 1365 and choose a particular avatar 1370 in the selected theme. A set of controls 1375 is provided to assist the instant message sender in making the selection of self-expression items. Also, an instant message sender may be enabled to choose a pre-determined theme, for example, by using a user interface 1380. In user interface 1380, the instant message sender may select various categories 1385 of pre-selected themes and upon selecting a particular category 1390, a set of default pre-selected, self-expression items is displayed, 1390 a, 1390 b, 1390 c, 1390 d, 1390 e, and 1390 f. The set may be unchangeable or the instant message sender may be able to individually change any of the pre-selected self-expression items in the set. A control section 1395 is also provided to enable the instant message sender to select the themes.

In another implementation, the features or functionality of the instant message interface may vary based upon user-selected or pre-selected options for the personality selected or currently in use. The features or functionality may be transparent to the instant message sender. For example, when using the “Work” personality, the outgoing instant messages may be encrypted, and a copy may be recorded in a log, or a copy may be forwarded to a designated contact such as an administrative assistant. A warning may be provided to an instant message recipient that the instant message conversation is being recorded or viewed by others, as appropriate to the situation. By comparison, if the non-professional “Casual” personality is selected, the outgoing instant messages may not be encrypted and no copy is recorded or forwarded.

As a further example, if the “Work” personality is selected and the instant message sender indicates an unavailability to receive instant messages (e.g., through selection of an “away” message or by going offline), then messages received from others during periods of unavailability may be forwarded to another instant message recipient such as an administrative assistant, or may be forwarded to an e-mail address for the instant message sender. By comparison, if the non-professional “Casual” personality is selected, no extra measures are taken to ensure delivery of the message.

In one implementation, the features and functionality associated with the personality would be transparent to the instant message sender, and may be based upon one or more pre-selected profiles types when setting up the personality. For example, the instant message sender may be asked to choose from a group of personality types such as professional, management, informal, vacation, offbeat, etc. In the example above, the “Work” personality may have been be set up as a “professional” personality type and the “Casual” personality may have been set up as an “informal” personality type. In another implementation, the instant message sender may individually select the features and functionalities associated with the personality.

Referring again to FIG. 11B, the personality is then stored (step 1110). The personality may be stored on the instant message sender system, on the instant message host system, or on a different host system such as a host system of an authorized partner or access provider.

Next, the instant message sender assigns a personality to be projected during future instant message sessions or when engaged in future instant message conversations with an instant message recipient (step 1115). The instant message sender may wish to display different personalities to different instant message recipients and/or groups in the buddy list. The instant message sender may use a user interface to assign personalization items to personalities on at least a per-buddy group basis. For example, an instant message sender may assign a global avatar to all personalities, but assign different buddy sounds on a per-group basis to other personalities (e.g. work, family, friends), and assign buddy wallpaper and smileys on an individual basis to individual personalities corresponding to particular instant message recipients within a group. The instant message sender may assign other personality attributes based upon the occurrence of certain predetermined events or triggers. For example, certain potential instant message recipients may be designated to see certain aspects of the Rainy Day personality if the weather indicates rain at the geographic location of the instant message sender. Default priority rules may be implemented to resolve conflicts, or the user may select priority rules to resolve conflicts among personalities being projected or among self-expression items being projected for an amalgamated personality.

For example, a set of default priority rules may resolve conflicts among assigned personalities by assigning the highest priority to personalities and self-expression items of personalities assigned on an individual basis, assigning the next highest priority to assignments of personalities and personalization items made on a group basis, and assigning the lowest priority to assignments of personalities and personalization items made on a global basis. However, the user may be given the option to override these default priority rules and assign different priority rules for resolving conflicts.

Next, an instant message session between the instant message sender and the instant message recipient is initiated (step 1120). The instant message session may be initiated by either the instant message sender or the instant message recipient.

An instant message user interface is rendered to the instant message recipient, configured to project the personality, including the avatar, assigned to the instant message recipient by the instant message sender (step 1125), as illustrated, for example, in the user interface 100 in FIG. 1. The personality, including an avatar associated with the personality, chosen by an instant messaging recipient may be made perceivable upon opening of a communication window by the instant message sender for a particular instant message recipient but prior to initiation of communications. This may allow a user to determine whether to initiate communications with instant message recipient. For example, an instant message sender may notice that the instant message recipient is projecting an at-work personality, and the instant message sender may decide to refrain from sending an instant message. This may be particularly true when the avatar of the instant message recipient is displayed on a contact list. On the other hand, rendering the instant message recipient avatar after sending an instant message may result in more efficient communications.

The appropriate personality/personalization item set for a buddy is sent to the buddy when the buddy communicates with the instant message sender through the instant messaging client program. For example, in an implementation which supports global personalization items, group personalization items, and personal personalization items, a personal personalization item is sent to the buddy if set, otherwise a group personalization item is sent, if set. If neither a personal nor a group personalization item is set, then the global personalization item is sent. As another example, in an implementation that supports global personalization items and group personalization items, the group personalization item for the group to which the buddy belongs is sent, if set, otherwise the global personalization item is sent. In an implementation that only supports group personalization items, the group personalization item for the group to which the buddy belongs is sent to the buddy.

An instant message session between the instant message sender and another instant message recipient also may be initiated (step 1130) by either the instant message sender or the second instant message recipient.

Relative to the second instant message session, a second instant message user interface is rendered to the second instant message recipient, configured to project the personality, including the avatar, assigned to the second instant message recipient by the instant message sender (step 1135), similar to the user interface illustrated by FIG. 1. The personality may be projected in a similar manner to that described above with respect to step 1125. However, the personality and avatar projected to the second instant message recipient may differ from the personality and avatar projected to the first instant message recipient described above in step 1125.

Referring to FIG. 14, an exemplary process 1400 enables an instant message sender to change a personality assigned to an instant message recipient. In process 1400, a user selection of a new online persona, including an avatar, to be assigned to the instant message recipient is received (step 1405). The change may be received through an instant message chooser 1200, such as that discussed above with respect to FIG. 12, and may include choosing self-expression items and/or features and functionality using such as interface or may include “snagging” an online persona or an avatar of the buddy using such an interface. Snagging an avatar refers to the appropriation by the instant message sender of one or more personalization items, such as the avatar, used by the instant message recipient. Typically, all personalization items in the online persona of the instant message recipient are appropriated by the instant message sender when “snagging” an online persona.

Next, the updated user interface for that instant message recipient is rendered based on the newly selected personality (step 1410).

FIG. 15 illustrates an example process 1500 for modifying the appearance, or the behavior, of an avatar associated with an instant message sender to communicate an out-of-band message to an instant message recipient. The process may be performed by an instant messaging system, such as communications systems 1600, 1700, and 1800 described with respect to FIGS. 16, 17, and 18, respectively. An out-of-band message refers to sending a message that communicates context out-of-band—that is, conveying information independent of information conveyed directly through the text of the instant message itself sent to the recipient. Thus, the recipient views the appearance and behavior of the avatar to receive information that is not directly or explicitly conveyed in the instant message itself. By way of example, an out-of-band communication may include information about the sender's setting, environment, activity or mood, which is not communicated and part of a text message exchanged by a sender and a recipient.

The process 1500 begins with the instant messaging system monitoring the communications environment and sender's environment for an out-of-band communications indicator (step 1510). The indicator may be an indicator of the sender's setting, environment, activity, or mood that is not expressly conveyed in instant messages sent by the sender. For example, the out-of-band indicator may be an indication of time and date of the sender's location, which may be obtained from a clock application associated with the instant messaging system or with the sender's computer. The indicator may be an indication of the sender's physical location. The indicator may be an indication of an indication of weather conditions of the sender's location, which may be obtained from a weather reporting service, such as a web site that provides weather information for geographic locations.

In addition, the indicator may indicate the activities of the sender that take place at, or near, the time when an instant message is sent. For example, the indicator may determine from the sender's computer other applications that are active at, or near, the time that an instant message is sent. For example, the indicator may detect that the sender is using a media-playing application to play music, so the avatar associated with the sender may appear to be wearing headphones to reflect that the sender is listening to music. As another example, the indicator may detect that the sender is working with a calculator application, so the avatar may appear to be wearing glasses to reflect that sender is working.

The activities of the sender also may be monitored through use of a camera focused on the sender. Visual information taken from the camera may be used to determine the activities and mood of the sender. For example, the location of points on the face of the sender may be determined from the visual information taken from the camera. The position and motion of the facial points may be reflected in the avatar associated with the sender. Therefore, if the sender were to, for example, smile, then the avatar also smiles.

The indicator of the sender's mood also may come from another device that is operable to determine the sender's mood and send an indication of mood to the sender's computer. For example, the sender may be wearing a device that monitors heart rate, and determines the sender's mood from the heart rate. For example, the device may conclude that the sender is agitated or excited when an elevated heart rate is detected. The device may send the indication of the sender's mood to the sender's computer for use with the sender's avatar.

The instant messaging system makes a determination as to whether an out-of-band communications indicator has been detected (step 1520). When an out-of-band communications indicator is detected, the instant messaging system determines whether the avatar must be modified, customized, or animated to reflect the detected out-of-band communications indicator (step 1530); meanwhile or otherwise, the instant messaging system continues to monitor for out-of-band communications indicators (step 1510). To determine whether action is required, the instant messaging system may use a data table, list or file that includes out-of-band communications indicators and an associated action to be taken for each out-of-band communications indicator. Action may not be required for each out-of-band communications indicator detected. For example, action may only be required for some out-of-band communications indicators when an indicator has changed from a previous indicator setting. By way of example, the instant messaging system may periodically monitor the clock application to determine whether the setting associated with the sender is daytime or nighttime. Once the instant messaging system has taken action based on detecting an out-of-band communications indicator having a nighttime setting, the instant messaging system need not take action based on the detection of a subsequent nighttime setting indicator. The instant messaging system only takes action based on the nighttime setting after receiving an intervening out-of-band communications indicator for a daytime setting.

When action is required (step 1540), the appearance and/or behavior of the avatar is modified in response to the out-of-band communications indicator (step 1550).

In one example, when an out-of-band communications indicator shows that the sender is sending instant messages at night, the appearance of the avatar is modified to be dressed in pajamas. When the indicator shows that the sender is sending instant messages during a holiday period, the avatar may be dressed in a manner illustrative of the holiday. By way of example, the avatar may be dressed as Santa Claus during December, a pumpkin near Halloween, or Uncle Sam during early July.

In another example, when the out-of-band indicator shows that the sender is at the office, the avatar may be dressed in business attire, such as a suit and a tie. The appearance of the avatar also may reflect the weather or general climate of the geographic location of the sender. For example, when the out-of-band communications indicator shows that it is raining at the location of the sender, the wallpaper of the avatar may be modified to include falling raindrops or display an open umbrella and/or the avatar may appear to wear a rain hat.

As another example, when the out-of-band communications indicator shows that the sender is listening to music, the appearance of the avatar may be changed to show the avatar wearing headphones. Additionally or alternatively, the appearance of the avatar may be changed based on the type of music to which the sender is listening. When the indicator indicates that the sender is working (at the sender's work location or at another location), the avatar may appear in business attire, such as wearing a suit and a tie. As indicated by this example, different out-of-band communications indicators may trigger the same appearance of the avatar. In particular, both the out-of-band communications indicator of the sender being located at work and the out-of-band communications indicator of the sender performing a work activity causes the avatar to appear to be wearing a suit and tie.

In yet another example of an out-of-band communications indicator, the mood of the sender may be so indicated. In such a case, the appearance of the avatar may be changed to reflect the indicated mood. For example, when the sender is sad, the avatar may be modified to reflect the sad state of the sender, such as by animating the avatar to frown or cry. In another example, based on the detected activity of the sender, a frazzled, busy or pressed mood may be detected and the avatar animated to communicate such an emotional state.

After the avatar appearance and/or behavior has been modified to reflect the out-of-band indicator (step 1550), the updated avatar, or an indication that the avatar has been updated, is communicated to the recipient (step 1560). Generally, the updated avatar, or indication that the avatar has been changed, is provided in association with the next instant message sent by the sender; however, this is not necessarily so in every implementation. In some implementations, a change in the avatar may be communicated to the recipient independently of the sending of a communication. Additionally or alternatively, when a buddy list of the instant message user interface includes a display of a sender's avatar, the change of the avatar appearance may be communicated to each buddy list that includes the sender. Thus, the recipient is made able to perceive the updated avatar, the behavior and/or appearance providing an out-of-band communication to the sender.

FIG. 16 illustrates a communications system 1600 that includes an instant message sender system 1605 capable of communicating with an instant message host system 1610 through a communication link 1615. The communications system 1600 also includes an instant message recipient system 1620 capable of communicating with the instant message host system 1610 through the communication link 1615. Using the communications system 1600, a user of the instant message sender system 1605 is capable of exchanging communications with a user of the instant message recipient system 1620. The communications system 1600 is capable of animating avatars for use in self-expression by an instant message sender.

In one implementation, any of the instant message sender system 1605, the instant message recipient system 1620, or the instant message host system 1610 may include one or more general-purpose computers, one or more special-purpose computers (e.g., devices specifically programmed to communicate with each other), or a combination of one or more general-purpose computers and one or more special-purpose computers. By way of example, the instant message sender system 1605 or the instant message recipient system 1620 may be a personal computer or other type of personal computing device, such as a personal digital assistant or a mobile communications device. In some implementations, the instant message sender system 1605 and/or the instant message recipient 1620 may be a mobile telephone that is capable of receiving instant messages.

The instant message sender system 1605, the instant message recipient system 1620 and the instant message host system 1610 may be arranged to operate within or in concert with one or more other systems, such as, for example, one or more LANs (“Local Area Networks”) and/or one or more WANs (“Wide Area Networks”). The communications link 1615 typically includes a delivery network (not shown) that provides direct or indirect communication between the instant message sender system 1605 and the instant message host system 1610, irrespective of physical separation. Examples of a delivery network include the Internet, the World Wide Web, WANs, LANs, analog or digital wired and wireless telephone networks (e.g., Public Switched Telephone Network (PSTN), Integrated Services Digital Network (ISDN), and various implementations of a Digital Subscriber Line (DSL)), radio, television, cable, or satellite systems, and other delivery mechanisms for carrying data. The communications link 1615 may include communication pathways (not shown) that enable communications through the one or more delivery networks described above. Each of the communication pathways may include, for example, a wired, wireless, cable or satellite communication pathway.

The instant message host system 1610 may support instant message services irrespective of an instant message sender's network or Internet access. Thus, the instant message host system 1610 may allow users to send and receive instant messages, regardless of whether they have access to any particular Internet service provider (ISP). The instant message host system 1610 also may support other services, including, for example, an account management service, a directory service, and a chat service. The instant message host system 1610 has an architecture that enables the devices (e.g., servers) within the instant message host system 1610 to communicate with each other. To transfer data, the instant message host system 1610 employs one or more standard or proprietary instant message protocols.

To access the instant message host system 1610 to begin an instant message session in the implementation of FIG. 16, the instant message sender system 1605 establishes a connection to the instant message host system 1610 over the communication link 1615. Once a connection to the instant message host system 1610 has been established, the instant message sender system 1605 may directly or indirectly transmit data to and access content from the instant message host system 1610. By accessing the instant message host system 1610, an instant message sender can use an instant message client application located on the instant message sender system 1605 to view whether particular users are online, view whether users may receive instant messages, exchange instant messages with particular instant message recipients, participate in group chat rooms, trade files such as pictures, invitations or documents, find other instant message recipients with similar interests, get customized information such as news and stock quotes, and search the Web. The instant message recipient system 1620 may be similarly manipulated to establish contemporaneous connection with instant message host system 1610.

Furthermore, the instant message sender may view or perceive an avatar and/or other aspects of an online persona associated with the instant message sender prior to engaging in communications with an instant message recipient. For example, certain aspects of an instant message recipient selected personality, such as an avatar chosen by the instant message recipient, may be perceivable through the buddy list itself prior to engaging in communications. Other aspects of a selected personality chosen by an instant message recipient may be made perceivable upon opening of a communication window by the instant message sender for a particular instant message recipient but prior to initiation of communications. For example, animations of an avatar associated with the instant message sender only may be viewable in a communication window, such as the user interface 100 of FIG. 1.

In one implementation, the instant messages sent between instant message sender system 1605 and instant message recipient system 1620 are routed through the instant message host system 1610. In another implementation, the instant messages sent between instant message sender system 1605 and instant message recipient system 1620 are routed through a third party server (not shown), and, in some cases, are also routed through the instant message host system 1610. In yet another implementation, the instant messages are sent directly between instant message sender system 1605 and instant message recipient system 1620.

The techniques, processes and concepts in this description may be implemented using communications system 1600. One or more of the processes may be implemented in a client/host context, a standalone or offline client context, or a combination thereof. For example, while some functions of one or more of the processes may be performed entirely by the instant message sender system 1605, other functions may be performed by host system 1610, or the collective operation of the instant message sender system 1605 and the host system 1610. By way of example, in process 300, the avatar of an instant message sender may be respectively selected and rendered by the standalone/offline device, and other aspects of the online persona of the instant message sender may be accessed or updated through a remote device in a non-client/host environment such as, for example, a LAN server serving an end user or a mainframe serving a terminal device.

FIG. 17 illustrates a communications system 1700 that includes an instant message sender system 1605, an instant message host system 1610, a communication link 1615, and an instant message recipient 1620. System 1700 illustrates another possible implementation of the communications system 1600 of FIG. 16 that is used for animating avatars used for self-expression by an instant message sender.

In contrast to the depiction of the instant message host system 1610 in FIG. 16, the instant message host system 1610 includes a login server 1770 for enabling access by instant message senders and routing communications between the instant message sender system 1605 and other elements of the instant message host system 1610. The instant message host system 1610 also includes an instant message server 1790. To enable access to and facilitate interactions with the instant message host system 1610, the instant message sender system 1605 and the instant message recipient system 1620 may include communication software, such as for example, an online service provider client application and/or an instant message client application.

In one implementation, the instant message sender system 1605 establishes a connection to the login server 1770 in order to access the instant message host system 1610 and begin an instant message session. The login server 1770 typically determines whether the particular instant message sender is authorized to access the instant message host system 1610 by verifying the instant message sender's identification and password. If the instant message sender is authorized to access the instant message host system 1610, the login server 1770 usually employs a hashing technique on the instant message sender's screen name to identify a particular instant message server 1790 within the instant message host system 1610 for use during the instant message sender's session. The login server 1770 provides the instant message sender (e.g., instant message sender system 1605) with the Internet protocol (“IP”) address of the instant message server 1790, gives the instant message sender system 1605 an encrypted key, and breaks the connection. The instant message sender system 1605 then uses the IP address to establish a connection to the particular instant message server 1790 through the communications link 1615, and obtains access to the instant message server 1790 using the encrypted key. Typically, the instant message sender system 1605 will be able to establish an open TCP connection to the instant message server 1790. The instant message recipient system 1620 establishes a connection to the instant message host system 1610 in a similar manner.

In one implementation, the instant message host system 1610 also includes a user profile server (not shown) connected to a database (not shown) for storing large amounts of user profile data. The user profile server may be used to enter, retrieve, edit, manipulate, or otherwise process user profile data. In one implementation, an instant message sender's profile data includes, for example, the instant message sender's screen name, buddy list, identified interests, and geographic location. The instant message sender's profile data may also include self-expression items selected by the instant message sender. The instant message sender may enter, edit and/or delete profile data using an installed instant message client application on the instant message sender system 1705 to interact with the user profile server.

Because the instant message sender's data are stored in the instant message host system 1610, the instant message sender does not have to reenter or update such information in the event that the instant message sender accesses the instant message host system 1610 using a new or different instant message sender system 1605. Accordingly, when an instant message sender accesses the instant message host system 1610, the instant message server can instruct the user profile server to retrieve the instant message sender's profile data from the database and to provide, for example, the instant message sender's self-expression items and buddy list to the instant message server. Alternatively, user profile data may be saved locally on the instant message sender system 1605.

FIG. 18 illustrates another example communications system 1800 capable of exchanging communications between users that project avatars for self-expression. The communications system 1800 includes an instant message sender system 1605, an instant message host system 1610, a communications link 1615 and an instant message recipient system 1620.

The host system 1610 includes instant messaging server software 1832 routing communications between the instant message sender system 1605 and the instant message recipient system 1620. The instant messaging server software 1832 may make use of user profile data 1834. The user profile data 1834 includes indications of self-expression items selected by an instant message sender. The user profile data 1834 also includes associations 1834 a of avatar models with users (e.g., instant message senders). The user profile data 1834 may be stored, for example, in a database or another type of data collection, such as a series of extensible mark-up language (XML) files. In some implementations, the some portions of the user profile data 1834 may be stored in a database while other portions, such as associations 1834 a of avatar models with users, may be stored in an XML file.

One implementation of user profile data 1834 appears in the table below. In this example, the user profile data includes a screen name to uniquely identify the user for whom the user profile data applies, a password for signing-on to the instant message service, an avatar associated with the user, and an optional online persona. As shown in Table 1, a user may have multiple online personas, each associated with the same or a different avatar.

TABLE 1 Screen Name Password Avatar Online Persona Robert_Appleby 5846% JYNG Clam Work Robert_Appleby 5846% JYNG Starfish Casual Susan_Merit 6748#474V Dolphin Bill_Smith JHG7868$0 Starfish Casual Bill_Smith JHG7868$0 Starfish Family Greg_Jones 85775$#59 Frog

The host system 1610 also includes an avatar model repository 1835 in which definitions of avatars that may be used in the instant message service are stored. In this implementation, an avatar definition includes an avatar model file, an avatar expression file for storing instructions to control the animation of the avatar, and wallpaper file. Thus, the avatar model repository 1835 includes avatar model files 1836, avatar expression files 1837 and avatar wallpaper files 1838.

The avatar model files 1836 define the appearance and animations of each of the avatars included in the avatar model repository 1835. Each of the avatar model files 1836 defines the mesh, texture, lighting, sounds, and animations used to render an avatar. The mesh of a model file defines the form of the avatar, and the texture defines the image that covers the mesh. The mesh may be represented as a wire structure composed of a multitude of polygons that may be geometrically transformed to enable the display of an avatar to give the illusion of motion. In one implementation, lighting information of an avatar model file is in the form of a light map that portrays the effect of a light source on the avatar. The avatar model file also includes multiple animation identifiers. Each animation identifier identifies a particular animation that may be played for the avatar. For example, each animation identifier may identify one or more morph targets to describe display changes to transform the mesh of an avatar and display changes in the camera perspective used to display the avatar.

When an instant message user projects an avatar self-expression, it may be desirable to define an avatar with multiple animations, including facial animations, to provide more types of animations usable by the user for self-expression. Additionally, it may be desirable for facial animations to use a larger number of blend shapes, which may result in an avatar that, when rendered, may appears more expressive. A blend shape defines a portion of the avatar that may be animated and, in general, the more blend shapes that are defined for an animation model, the more expressive the image rendered from the animation model may appear.

Various data management techniques may be used to implement the avatar model files. In some implementations, information to define an avatar may be stored in multiple avatar files that may be arranged in a hierarchical structure, such as a directory structure. In such a case, the association between a user and an avatar may be made through an association of the user with the root file in a directory of model files for the avatar.

In one implementation, an avatar model file may include all possible appearances of an avatar, including different features and props that are available for user-customization. In such a case, user preferences for the appearance of the user's avatar include indications of which portions of the avatar model are to be displayed, and flags or other indications for each optional appearance feature or prop may be set to indicate whether the feature or prop is to be displayed. By way of example, an avatar model may be configured to display sunglasses, reading glasses, short hair and long hair. When a user configures the avatar to wear sunglasses and have long hair, the sunglasses feature and long hair features are turned on, the reading glasses and short hair features are turned off, and subsequent renderings of the avatar display the avatar having long hair and sunglasses.

The avatar model repository 1835 also includes avatar expression files 1837. Each of the avatar expression files 1837 defines triggers that cause animations in the avatars. For example, each of the avatar expression files 1837 may define the text triggers that cause an of animation when the text trigger is identified in an instant message, as previously described with respect to FIGS. 3 and 4. An avatar expression file also may store associations between out-of-band communication indicators and animations that are played when a particular out-of-band communication indicator is detected. One example of a portion of an avatar expression file is depicted in Table 2 below.

TABLE 2 OUT-OF-BAND ANIMATION COMMUNICATION TYPE TRIGGERS INDICATORS SMILE :) :-) Nice GONE AWAY bye brb cu gtg cul bbl gg Instruction to shut down b4n ttyl ttfn computer SLEEP zzz tired sleepy snooze Time is between 1 a.m. and 5 a.m. WINTER Date is between November 1 CLOTHES and March 1 RAIN Weather is rain SNOW Weather is snow

In some implementations, the association between a particular animation for a particular animation identifier is indirectly determined for a particular trigger or out-of-band communication indicator. For example, a particular trigger or out-of-band communication indicator may be associated with a type of animation (such as a smile, gone away, or sleep), as illustrated in Table 2. A type of animation also may be associated with a particular animation identifier included in a particular avatar model file, as illustrated in Table 3 below.

In such a case, to play an animation based on a particular trigger or out-of-band communication indicator, the type of animation is identified, the animation identifier associated with the identified type of animation is determined, and the animation identified by the animation identifier is played. Other computer animation and programming techniques also may be used. For example, each avatar may use the same animation identifier for a particular animation type rather than including the avatar name shown in the table. Alternatively or additionally, the association of animation types and animation identifiers may be stored separately for each avatar.

TABLE 3 ANIMATION ANIMATION TYPE IDENTIFIER AVATAR NAME SMILE 1304505 DOLPHIN SMILE 5858483 FROG GONE AWAY 4848484 DOLPHIN

The avatar expression files 1837 also include information to define the way that an avatar responds to an animation of another avatar. In one implementation, an avatar expression file includes pairs of animation identifiers. One of the animation identifiers in each pair identifies a type of animation that, when the type of animation is played for one avatar, triggers an animation that is identified by the other animation identifier in the pair in another avatar. In this manner, the avatar expression file may define an animation played for an instant message recipient's avatar in response to an animation played by an instant message sender's avatar. In some implementations, the avatar expression files 1837 may include XML files having elements for defining the text triggers for each of the animations of the corresponding avatar and elements for defining the animations that are played in response to animations seen from other avatars.

The avatar model repository 1835 also includes avatar wallpaper files 1838 that define the wallpaper over which an avatar is drawn. The wallpaper may be defined using the same or different type of file structure as the avatar model files. For example, an avatar model file may be defined as an animation model file that is generated and playable using animation software from Viewpoint Corporation of New York, N.Y., whereas the wallpaper files may be in the form of a Macromedia Flash file that is generated and playable using animation software available from Macromedia, Inc. of San Francisco, Calif. When wallpaper includes animated objects that are triggered by an instant message, an out-of-band communication indicator or an animation of an avatar, the avatar wallpaper files 1838 also may include one or more triggers that are associated with the wallpaper animation.

Each of the instant message sender system 1605 and the instant message recipient system 1620 includes an instant messaging communication application 1807 or 1827 that capable of exchanging instant messages over the communications link 1615 with the instant message host system 1610. The instant messaging communication application 1807 or 1827 also may be referred to as an instant messaging client.

Each of the instant message sender system 1605 and the instant message recipient system 1620 also includes avatar data 1808 or 1828. The avatar data 1808 or 1828 include avatar model files 1808 a or 1828 a, avatar expression files 1808 b or 1828 b, and avatar wallpaper files 1808 c or 1828 c for the avatars that are capable of being rendered by the instant message sender system 1605 or the instant message recipient system 1620, respectively. The avatar data 1808 or 1828 may be stored in persistent storage, transient storage, or stored using a combination of persistent and transient storage. When all or some of the avatar data 1808 or 1828 is stored in persistent storage, it may be useful to associate a predetermined date on which some or all of the avatar data 1808 or 1828 is to be deleted from the instant message sender system 1605 or the instant message recipient system 1620, respectively. In this manner, avatar data may be removed from the instant message sender system 1605 or the instant message recipient system 1620 after the data has resided on the instant message sender system 1605 or 1620 for a predetermined period of time and presumably is no longer needed. This may help reduce the amount of storage space used for instant messaging on the instant message sender system 1605 or the instant message recipient system 1620.

In one implementation, the avatar data 1808 or 1828 is installed on the instant message sender system 1605 or the instant message recipient system 1620, respectively, with the instant messaging client software installed on the instant message sender system 1605 or the instant message recipient system 1620. In another implementation, the avatar data 1808 or 1828 is transmitted to the instant message sender system 1605 or the instant message recipient system 1620, respectively, from the avatar model repository 1835 of the instant messaging host system 1610. In yet another implementation, the avatar data 1808 or 1828 is copied from a source unrelated to instant messaging and stored for use as instant messaging avatars on the instant message sender system 1605 or the instant message recipient system 1620, respectively. In yet another implementation, the avatar data 1808 or 1828 is sent to the instant message sender system 1605 or the instant message recipient system 1620, respectively, with or incident to instant messages sent to the instant message sender system 1605 or the instant message recipient system 1620. The avatar data sent with an instant message corresponds to the instant message sender that sent the message.

The avatar expression files 1808 b or 1828 b are used to determine when an avatar is to be rendered on the instant message sender system 1605 or the instant message recipient 1620, respectively. To render an avatar, one of the avatar model files 1808 a is displayed on the two-dimensional display of the instant messaging system 1605 or 1620 by an avatar model player 1809 or 1829, respectively. In one implementation, the avatar model player 1808 or 1829 is an animation player by Viewpoint Corporation. More particularly, the processor of the instant messaging system 1605 or 1620 calls the avatar model player 1809 or 1829 and identifies an animation included in one of the avatar model files 1808 a or 1828 a. In general, the animation is identified by an animation identifier in the avatar model file. The avatar model player 1809 or 1829 then accesses the avatar model file and plays the identified animation.

In many cases multiple animations may be played based on a single trigger or out-of-band communications indicator. This may occur, for example, when one avatar reacts to an animation of another avatar that is animated based on a text trigger, as described previously with respect to FIG. 6.

In the system 1800, four animations may be separately initiated based on a text trigger in one instant message. An instant message sender projecting a self-expressive avatar uses instant message sender system 1605 to sends a text message to an instant message recipient using instant message recipient system 1620. The instant message recipient also is projecting a self-expressive avatar. The display of the instant message sender system 1605 shows an instant message user interface, such as user interface 100 of FIG. 1, as does the display of instant message recipient system 1620. Thus, the sender avatar is shown on both the instant message sender system 1605 and the instant message recipient system 1620, as is the recipient avatar. The instant message sent from instant message sender system includes a text trigger that causes the animation of the sender avatar on the instant message sender system 1605 and the sender avatar on the instant message recipient system 1620. In response to the animation of the sender avatar, the recipient avatar is animated, as described previously with respect to FIG. 6. The reactive animation of the recipient avatar occurs in both the recipient avatar displayed on the instant message sender system 1605 and the recipient avatar displayed on the instant message recipient system 1620.

In some implementations, an instant messaging user is permitted to customize one or more of the animation triggers or out-of-band communications indicators for avatar animations, wallpaper displayed for an avatar, triggers or out-of-band communications indicators for animating objects of the wallpaper, and the appearance of the avatar. In one implementation, a copy of an avatar model file, an expression file or a wallpaper file is made and the modifications of the user are stored in the copy of the avatar model file, an expression file or a wallpaper file. The copy that includes the modification is then associated with the user. Alternatively or additionally, only the changes—that is, the differences between the avatar before the modifications and the avatar after the modifications are made—are stored. In some implementations, different versions of the same avatar may be stored and associated with a user. This may enable a user to modify an avatar, use the modified avatar for a period of time, and then return to using a previous version of the avatar that does not include the modification.

In some implementations, the avatars from which a user may choose may be limited by the instant message service provider. This may be referred to as a closed implementation or a locked-down implementation. In such an implementation, the animations and triggers associated with each avatar within the closed set of avatars may be preconfigured. In some closed implementations, the user may customize the animations and/or triggers of a chosen avatar. For example, a user may include a favorite video clip as an animation of an avatar, and the avatar may be configured to play the video clip after certain text triggers appear in the messages sent by the user. In other closed implementations, the user is also prevented from adding animations to an avatar.

In some implementations, the set of avatars from which a user may choose is not limited by the instant message service provider, and the user may use an avatar other than an avatar provided by the instant message service provider. This may be referred to as an open implementation or an unlocked implementation. For example, an avatar usable in an instant message service may be created by a user using animation software provided by the instant message service provider, off-the-shelf computer animation software, or software tools provided by a third-party that are specialized for the creating avatars compatible with one or more instant message services.

In some implementations, a combination of a closed-implementation and an open-implementation may be used. For example, an instant message service provider may limit the selection by users who are minors to a set of predetermined avatars provided by the instant message service provider while permitting users who are adults to use an avatar other than an avatar available from the instant message service provider.

In some implementations, the avatars from which a user may select may be limited based on a user characteristic, such as age. As illustrated in Table 4 below and using the avatars shown in FIG. 8 only as an example, a user who is under the age of 10 may be limited to one group of avatars. A user who is between 10 and 18 may be limited to a different group of avatars, some of which are the same as the avatars selectable by users under the age of 10. A user who is 18 or older may select from any avatar available from the instant message provider service.

TABLE 4 USER AGE AVATAR NAMES Less than age 10 Sheep, Cow, Dolphin, Happy, Starfish, Dragon, Polly Age 10 to 18 Sheep, Cow, Dolphin, Happy, Starfish, Dragon, Polly, Robot, Frog, T-Rex, Parrot, Boxing Glove, Snake, Monster, Parrot Age 18 or older Sheep, Cow, Dolphin, Happy, Starfish, Dragon, Polly, Robot, Frog, T-Rex, Parrot, Boxing Glove, Snake, Monster, Parrot, Lips, Pirate Skull

FIG. 19 illustrates a communications system 1900 that illustrates another possible implementation of the communications system 1600 of FIG. 16 that is used for exchanging communications between users of avatars for self-expression. The communications system 1900 includes an instant message sender system 1605, an instant message host system 1610, a communications link 1615, and an instant message recipient system 1620.

In contrast to the depiction of the instant message host system 1610 in FIGS. 16-18, the example of the instant message host system 1610 in FIG. 19 includes associations 1934 b of access control levels with users (e.g., instant message senders or instant message recipients) for use in enabling or restricting a user's perception of an avatar or a component associated with the avatar. An access control level association entry of associations 1934 b indicates an access control level for an associated user where the access control level may restrict, or permit, the ability to select or view one or more avatars, avatar animations, wallpapers, wallpaper animations or animation triggers. Access control levels may be parental control levels that describe a category of access permitted to, or restricted from, a minor at the request of a parent, guardian or other authority of the minor (e.g., a person financially responsible for the minor's access account). Examples of parental control levels include levels that are based on the user's age, such as levels of child, young teen, mature teen and adult. Alternatively or in addition, factors other than age may be used to determine a user's access control level. In one example, a parent's subjective determination of appropriate one of multiple access control level may be used to determine a user's access control level. In another example, an access control level may be a binary control that indicates whether or not a user is permitted to perceive an avatar capable of being animated or a component or aspect associated with an avatar or an instant message associated with an avatar. Access control levels need not necessarily be parental controls. For example, an adult user may wish to restrict the adult user's own receipt of an avatar with particular characteristics or associated animations.

In some implementations, a screen name (or another type of instant message handle or identity identifier) may be associated with a user account that is able to be associated with multiple screen names. The user account in such a case may be referred to as a master user account, a supervisory user account, or a family user account (collectively, a master user account). A master user account may be particularly useful in a family context or other type of consumer context in which one user is related to other users, such as when one user is financially responsible for multiple accounts or multiple accounts are provided as part of an host system access agreement. A master user account may be configured to enable a user of the master user account to exercise control over the access control level associated with a screen name (or other user account identifier) associated with the master user account and used by a different user. For example, in some implementations, a parent may be a user of a master user account and be able to set the access control level of a screen name used by a child of the parent.

A user may be able to establish an access control level directly through entry of manual selections or edits to the access control information (such as shown in Table 5) or indirectly through an association of a screen name with a category that is itself associated with the access control information (such as shown in Table 5).

Table 5 below depicts one implementation of user profile data 1934 that includes associations 1934 b of access control levels and users as well as associations 1834 a of avatar models and users. In this example, the user profile data includes a screen name to uniquely identify the user for whom the user profile data applies, a password for signing-on to the instant message service, an access control level associated with the user identified by the screen name, and an avatar identifier of the avatar associated with the user. As shown in Table 5, an access control level is associated with a screen name, and illustrates a possible implementation of associations 1934 b. Similarly, the avatar identifier also is associated with a screen name. As such, Table 5 also illustrates a possible implementation of associations 1834 a of avatar models and users.

TABLE 5 Access Control Avatar Screen Name Password Level Identifier Robert_Appleby 5846% JYNG Adult Clam John_Appleby 858KFJ43% MatureTeen Dinosaur Sarah_Appleby KFKF04L3 YoungTeen Starfish Jason_Appleby KB7L%484 Child Dolphin Susan_Merit 6748#474V Adult Starfish Bill_Smith JHG7868$0 Adult Dinosaur John_Smith KIL7868$0 YoungTeen Dolphin Mary_Smith 85775$#59 Adult Starfish

The instant message host system 1610 in FIG. 19 also includes access control information 1939 for avatars, animations of avatars, wallpaper for avatars, and/or animations of objects associated with wallpaper included in the avatar model repository 1835. The access control information 1939 associates an access control level for with an avatar and/or components associated with avatars or instant messages (such as, avatar animations, wallpaper, wallpaper animations and animation triggers) that are stored in the avatar model repository 1835. In some implementations, the access control information 1939 identifies avatars, animations of avatars, and/or wallpaper for avatars that are not permitted to be accessed based on an access control level of a user. Such information may be referred to as a “black list.” Alternatively or additionally, the access control information 1939 may identify avatars, animations of avatars, and wallpaper for avatars that are permitted to be accessed based on an access control level of a user. Such information may be referred to as a “white list.”

The instant message host system 1610 is configured to enable a user to perceive an avatar (or a component associated with the avatar) only when the avatar (or component associated with the avatar) is consistent with an access control level associated with the user. In one example, user perception of inappropriate or objectionable avatars (or components associated with an avatar) also is affected (e.g., blocked, modified or replaced), as a general rule. For instance, perception by an intended recipient may be limited to only the text of an instant message accompanying an inappropriate or objectionable avatar—that is, the text of the instant message is received but not an inappropriate or objectionable avatar. In another example, perception of an instant message that accompanies an inappropriate or objectionable avatar (or components associated with an avatar) also is affected. Still further, perception of customized, non-standard or non-sanctioned avatars (or avatar components), or avatars (or avatar components) lacking endorsement or rating by a recognized authority, may be affected.

The instant message host system 1610 also is configured to apply access controls to the selection of an avatar for use by an identity. The instant message host system 1610 may present, for selection, only avatars that are consistent with the access control level of the identity to be associated with the avatar. The instant message host system 1610 also may permit a user to select (or be associated with) only an avatar that is consistent with the access control level of the identity.

To protect a user from exposure to an inappropriate or objectionable avatar (or component associated with the avatar) or to prevent a user from selecting an inappropriate or objectionable avatar (or component associated with the avatar), the instant message host system 1610 is configured to execute code segments 1933 to apply access controls to avatars or components associated with avatars by using the access control information 1939, the associations 1934 b of access control level and users and associations 1834 a of avatar models and users.

FIG. 20A illustrates an exemplary process 2000A of applying access controls to the selection of an avatar for use with an instant messaging system. For convenience, particular components described with respect to FIG. 19 are referenced as performing the process 2000A. However, similar methodologies may be applied in other implementations where different components are used. For example, the process 2000A is described as being performed by the instant message host system. All of, or aspects of, the process 2000A, however, may be able to be performed by the sender instant message system or the recipient instant message system.

The process 2000A is initiated when a user indicates a desire to select an avatar. The instant message host system determines an access control level that is associated with the screen name of the identity to be associated with the avatar to be selected (step 2010). In many cases, the identity to be associated with a selected avatar may be the user who initiated the process to select an avatar—that is, a user is selecting an avatar to be used by the user himself or herself in instant messages. In some cases, the identity to be associated with a selected avatar is an identity other than the user who initiated the process to select an avatar. In either case, the instant message host system then may access the access control level that corresponds to the identified screen name

For example, a parent may be selecting an avatar for use by a child of the parent. When a user is performing the selection process for himself or herself, the instant message host system 1610 may determine the access control level that corresponds to the identity who is performing the selection process. Alternatively, for example, when the user is selecting an avatar for use by someone else, the user performing the selection process may enter, in response to a prompt by the instant message host system 1610, the screen name (or other type of identity identifier) for the identity with whom the avatar is to be associated.

To determine an access control level for a screen name, using the example implementation of FIG. 19, the instant message host system 1610 may access an entry in the user profile data 1934 that corresponds to the identified screen name of the identity to whom the avatar is to be associated. The access control level for the accessed user profile entry may be determined by identifying an entry of associations 1934 b of access control levels and users where the entry corresponds to the screen name of the identity.

The instant message host system also accesses the access control information for avatars individually, or as groups, and generally available for selection (step 2020). For example, the instant message host system 1610 may access entries in the access control information 1939 that correspond to the avatars.

The instant message host system determines whether the access control level for the avatar is consistent with the access control level for the identity (step 2030). A determination of consistency involves comparing the access control level for the identity with the access control level for the avatar to determine whether the access control levels are consistent. In some implementations, the determination is based on whether the access control level for the identity matches the access control level for the avatar. When the access control levels for the identity and avatar match, the access control levels are determined to be consistent; otherwise the access control levels are determined not to be consistent (i.e., inconsistent). Alternatively, some implementations use access control levels that are hierarchical or cumulative and such implementations may base the determination on whether the access control level for the identity is the same as, is higher than, or otherwise includes the access control level needed to access the avatar. For example, in an implementation that uses the access control levels of child, young teen, mature teen, and adult, an access control level for an identity of adult is consistent with the access control levels for an avatar of child, young teen, mature teen and adult. In other examples, an access control level for an identity of child is only consistent with the access control level for an avatar of child, and an access control level for an identity of young teen is consistent with the access control levels for an avatar of child and young teen.

The instant message host system presents the avatar for selection only when the access control level for the avatar is consistent with the access control level for the identity (step 2040).

In one example of an implementation of steps 2020-2040, the access control information may be in the form of a “white list” that identifies avatars that are permitted (e.g., not restricted) to be selected for a particular access control level. In such a case, the instant message host system accesses a white list that corresponds to the access control level for the identity (steps 2020 and 2030) and presents, as selection options, only the avatars identified by the white list (step 2040). More particularly, for example, a white list that identifies avatars that are consistent with an access control level of young teen may be identified and the avatars identified in the white list presented for selection for association with a screen name that is associated with an access control level of young teen. In some implementations, multiple white lists may be accessed to identity avatars that are consistent with a cumulative or hierarchical access control level, where each a white list identifies avatars of a particular access control level and a particular avatar appears only on one white list. For example, there may be a first white list that identifies avatars having an access control level of a child and a second white list that identifies avatars having an access control level of a young teen. For an identity that is associated with an access control level of young teen, the avatars identified by the first white list and the avatars identified by the second white list are presented as selection options. Alternatively, some implementations may identify all avatars that are consistent with a particular access control level in a white list for the particular access control level. For example, the white list for an access control level of young teen may include avatars that match an access control level of a child and avatars that match an access control level of a young teen.

In another example of an implementation of steps 2030-2040, the access control information may be in the form of a “black list” that identifies avatars that are not permitted to be selected (e.g., restricted) for an identity having a particular access control level. As such, the instant message host system accesses a black list (or multiple black lists) that correspond to the access control level for the identity (steps 2020 and 2030) and presents only avatars for selection that are not identified by the black list or lists (step 2040).

In some implementations, a black list may identify avatars that are not permitted to be selected or used during a particular time-of-year. Similarly, a white list may identify avatars that are permitted to be selected or used only during a particular time-of-year. For example, one or more holiday avatars may be selected or used only during a corresponding holiday time-of-year. Such an avatar may be referred to as a seasonal avatar, a time-controlled avatar or a time-limited avatar. After a time-limited avatar has been selected by a user, a message or messages may be provide to warn the user of an approaching expiration of the time period when the time-limited avatar is permitted to be used and the user has not selected another avatar. In some implementations, messages may take the form of a countdown of the expiration time-horizon. For example, a message may be provide to the user using an about-to-expire time-limited avatar during each communication session in which a message identifies the number of days remaining until the time-limited avatar expires.

When a time-limited avatar has expired before a user has selected another avatar, a default avatar may be associated with the user and/or an avatar that was previously selected by the user may be associated with the user. For example, a user may be associated with a particular non-seasonal avatar in a pre-holiday time period and associated with a time-limited avatar for a holiday season. If the user does not select an avatar for use in the post-holiday season, the user may be automatically associated with the user's pre-holiday avatar. In another example, a user may select, at the time the user selected a time-limited avatar, an avatar to replace a time-limited avatar upon expiration of the time period.

Thus, the process 2000 allows only avatars that are consistent with the access control level of the user to be presented for selection and association with the identity. This process, for example, may restrict minors from selecting (or perhaps even viewing or being made aware of) certain avatars based on access control levels established by parents.

In some implementations, all users selecting avatars use the same selection user interface and only permitted avatars are presented on the selection user interface. In other implementations, users having different access control levels may be presented with different selection user interfaces. For example, a selection user interface may provide separate selection functions based on the access control level of the user.

Alternatively or additionally, in some implementations, substitute avatars may be included as selection options in place of avatars that are not presented—that is, if a particular avatar is not consistent with an access control level of the identity, a different avatar may be presented in place of the restricted avatar.

In some implementations, a user may be able to be associated with an access control level which prohibits the user from selecting any avatar. This may be useful, for example, to prevent a minor from selecting an avatar. A second user may be able to select an avatar for association with another user, though this need not necessarily be so. For example, a parent may be able to select an avatar for a child that is otherwise not permitted or unable to select an avatar for himself or herself. In another implementation, a user that is not permitted to select an avatar may be able to be associated with a default avatar.

FIG. 20B illustrates another exemplary process 2000B of applying access controls to the selection of an avatar for use with an instant messaging system. For convenience, particular components described with respect to FIG. 19 are referenced as performing the process 2000B. However, similar methodologies may be applied in other implementations where different components are used. For example, the process 2000B is described as being performed by the instant message host system. All of, or aspects of, the process 2000B, however, may be able to be performed by the sender instant message system or the recipient instant message system.

The process 2000B is initiated when a user indicates a desire to select an avatar. The instant message host system presents avatars that are generally available for selection (step 2050). For example, the instant message host system may present all avatars that are generally available, a group or class of avatars, multiple groups or classes of avatars, or, perhaps, even a single avatar.

The instant message host system receives a selection of an avatar for association with an identity (step 2055). This may be the result of a user indicating a selection of a particular avatar from the presented avatars. The instant message host system determines access control level for the selected avatar (or avatar class associated with the selected avatar) (step 2060) and an access control level for the identity to be associated with the avatar (step 2065). This may be accomplished, for example, in a manner consistent with that described previously with respect to steps 2010 and 2020 of FIG. 21A.

The instant message host system determines whether the access control level for the selected avatar (or avatar class) is consistent with the access control level for the identity (step 2070). This may be accomplished, for example, in a manner consistent with that described previously with respect to step 2030 of FIG. 21A. The instant message host system only enables the association of the avatar with the identity when the access control level for the avatar (or avatar class) is consistent with the access control level for the identity (step 2075). FIG. 21 illustrates an exemplary process 2100 for preventing a user from viewing an inappropriate avatar. For convenience, particular components described with respect to FIG. 19 are referenced as performing the process 2100. However, similar methodologies may be applied in other implementations where different components are used. For example, the process 2100 is described as being performed by the instant message host system. All of, or aspects of, the process 2100, however, may be able to be performed by the sender instant message system or the recipient instant message system.

The process 2100 begins when the instant message host system receives an instant message directed to an intended recipient, where the instant message includes an avatar (step 2110). The instant message host system determines whether the access control level of the intended recipient of the instant message is consistent with the access control of the level for the avatar associated with the instant message, as in a manner consistent with that described previously with respect to FIG. 20 (step 2120).

When a determination is made that the access control level for the avatar is consistent with the access control level for the intended recipient to which the instant message is directed (step 2125), the instant message host system enables the recipient to perceive the instant message text and avatar (step 2127).

When the access control level for the avatar is not consistent with the access control level for the intended recipient (step 2125), the instant message host system may determine whether to present a query regarding whether intended recipient is to be exposed to the avatar (step 2130). For example, a user-configurable setting may control whether a query is presented when an avatar is sent to an intended instant message recipient so that an instant message user may determine whether a query is presented.

When a determination is made that the query is to be presented (step 2135), the instant message host system presents a query and receives a response, from a user, to the query (step 2140). The query may be presented to the instant message recipient or another identity. In one example, a prompt may be presented to the instant message recipient where the prompt indicates that an avatar inconsistent with the recipient's access control level is included in an instant message and requests whether the recipient wishes to view the instant message including the avatar. This may be particularly appropriate when the intended recipient is an adult, who may wish to be warned about incoming avatars that may be inappropriate. Receiving a query, the adult can determine whether exposure to a particular avatar is acceptable based on factors such as whether children are in the vicinity or whether the adult is at a formal location, such as a work setting, where such exposure is inappropriate. In addition, the user may simply prefer not to be exposed and respond to the query accordingly.

The query also may be presented to an identity that is someone other than the instant message recipient. An account or screen name of an instant message recipient may be linked to a supervisory account, such as a master account or another type of account that is able to set access control levels for another user's account and/or screen avatars associated with instant messages sent to the account of the supervised user. Establishing a supervisory instant message recipient may include storing the screen name, user account identifier or other type of electronic address of the supervised user in association with the screen name, user account identifier or other type of electronic address of the user who is the supervisor. When an instant message with an avatar is sent to a supervised user, the instant message system may check to see whether the user is a supervised and route the instant message to the supervisor who then determines the disposition of the instant message with the avatar. For example, the query may be presented to a parent of a minor to whom a risque avatar (or an avatar that is otherwise inconsistent with the access control level of the minor) has been sent. The query may be presented in a user interface such as, for example, the user interface 2200 shown in FIG. 2200.

FIG. 22 shows a user interface 2200 that may be presented to a user upon receipt of an instant message with an accompanying avatar that is not consistent with the access control level of the intended instant message recipient. Generally, the user interface 2200 is presented to a user other than the intended recipient of the instant message, though this need not necessarily be so. The user interface 2200 includes a statement 2210 informing the user of the existence of an incoming instant message with an accompanying avatar that is not consistent with an access control level associated with the instant message recipient and includes sender profile information 2220. The sender profile information 2220 may include the name 2221 of the sender (i.e., “Bob Smith”), the IM handle 2222 of the sender (i.e., “BobS123”), the e-mail address 2223 of the sender (i.e., “BobSmith@domain.com”), the direct telephone number of the sender 2224 (i.e., “(703) 123-4567”), a geographic location 2225 associated with the sender (i.e., “Dulles, Va.”), and the time and date 2226 when the instant message is sent (i.e., “3:15 p.m. EDT on Oct. 1, 2004”). In some implementations, the user interface 2200 may include a subset of the sender profile information 2220 or may include additional information. For example, the access control level of the avatar may be presented.

The user interface 2200 also includes a set of option buttons 2230 that may be selected by the user to react to the message. The option buttons 2230 may include, for example, an option button 2231 to view the avatar in avatar display 2228, an option button 2232 to play avatar animations while viewing the avatar in the avatar display 2228, and an option button 2241 to enable message and avatar perception by the intended recipient and close the user interface 2200. The option buttons 2230 also include an option button 2242 enable message perception without the avatar by the intended recipient and close the user interface 2200. The option buttons 2230 also include an option button 2243 to enable message perception, by the intended recipient, of a substitute avatar and close the user interface 2200. An option button 2244 for not accepting the message is operable to indicate that the instant message recipient is not to receive or otherwise perceive the instant message and close the user interface 2200.

The user may select one or both of the option buttons 2231 and 2232 prior to deciding how to dispose of the instant message and the accompanying avatar. The user may then select one of the other option buttons 2241-2244 to control the disposition of the instant message. The same disposition may be used for future communication received from the sender if checkbox 2245 is selected.

The user interface 2200 may vary depending on the capabilities of the recipient instant message system displaying the user interface 2200. A instant message system with more limited capabilities may provide less sender profile information 2220 and fewer options 2230, whereas recipient instant message systems with greater capabilities may provide more sender profile information 2220 and more options 2230.

In some implementations, the user interface 2200 also may enable a user to indicate whether future messages with specific avatars or general classes of avatars are permitted or prohibited. In some implementations, until a response is received from parent or supervisor by the instant message host system, the recipient may only receive the instant message without the avatar, may receive the instant message with a default or substitute avatar, or may not receive the instant message or the avatar until the sender selects another avatar consistent with the access control level of the recipient.

Additionally or alternatively, the user interface 2200 may be presented to a parent or supervisor each time a child receives an avatar that is not consistent with the child's access control level. Additionally or alternatively, information may be presented to parents that summarizes a child's exposure or attempted exposure to avatars. The information may be referred to as a “report card.” In another implementation, the user interface 2200 may be presented to a parent or supervisor only until the parent or supervisor first consents to the avatar. In this case, consent by a parent or supervisor may be specific to a particular child or generally for all children. Furthermore, consent may be to all avatars in a class or to only the specific avatar at issue.

In this or other implementations, a user who perceives an unwanted avatar may be able to block future display of the avatar. In some implementations, blocking or substituting an avatar may be configured for a particular personality (or set of personalized preferences) associated with the user. For example, a user may choose to block a particular avatar when the user is using the user's work personality, and the user may choose to perceive the particular avatar when the user is using the user's non-work personality.

Referring again to FIG. 21, the instant message host system receives the response to the presented query (step 2140) and uses the response to determine whether the recipient should be permitted to perceive the avatar (step 2150).

If the response indicates that the recipient is permitted to perceive the avatar (step 2150), the instant message host system enables the intended recipient to view the instant message and avatar (step 2127).

When the response indicates that the recipient is not allowed to perceive the avatar (step 2150), the instant message host system takes appropriate action to protect the intended from exposure to an avatar that is not consistent with the identity's access control level. (step 2170). Many possible actions may be taken to protect an identity from exposure. In one example, the text of the instant message (but not the avatar itself) is permitted to be presented. In another example, neither the avatar nor the text is presented to the recipient (e.g., the instant message is discarded). In addition, the instant message host system may send an indication to the sender of the instant message to inform the sender that the message was intercepted and discarded. This may be useful to provide the sender with an opportunity to disassociate with the sender's avatar and enable communication with the intended recipient. The disassociation also may be followed by the sender selecting another avatar that (presumably) is consistent with the recipient's access control level.

In yet another implementation, a default avatar or alternative version of the avatar (that meets the access control level requirements associated with the recipient) may be used in place of the avatar selected by the sender for the instant message that was sent. The default or alternative avatar may be substituted automatically, may be substituted based on the sender's request, or may be substituted after confirmation is received from the sender.

In some implementations, the access control level that is associated with a recipient may prevent the recipient from receiving any avatar regardless of the particular access control level associated with the avatar. In this case, an appropriate action may be to send the instant message to the recipient without an avatar or to require the sender to disassociate from an avatar before communications with the recipient are permitted.

In this or other implementations, a sender may identify one or more avatars to be presented to instant message recipients that are unable to view the sender's primary avatar. For example, a user may select an avatar that has various versions associated with different access control levels. For example, a user may select an avatar that has an adult version, an older teenager version, and a young teen or child version. When exchanging instant messages with an adult, the adult version of the avatar is presented. When exchanging instant messages with an older teen, the older teen version of the sender's avatar is presented. When exchanging instant messages with an younger teen or a child, the older teen or child version of the sender's avatar is presented. Additionally or alternatively, a user may indicate which version of the avatar is to be used in instant message communication session regardless of the recipient's access control level.

FIG. 23 illustrates a process 2300 for determining whether a user may associate an animation trigger, such as a word, phrase or other text in an instant message, with an avatar or wallpaper animation. The animation trigger, when used in the text an instant message, causes the associated animation to be performed. The process 2300 helps to ensure that a user is not permitted to customize an avatar with words, phrases or other text as an animation trigger that are inappropriate for (or otherwise not consistent with) the user's access control level. For convenience, particular components described with respect to FIG. 19 are referenced as performing the process 2300. However, similar methodologies may be applied in other implementations where different components are used. For example, the process 2300 is described as being performed by the instant message host system. All of, or aspects of, the process 2300, however, may be able to be performed by the sender instant message system or the recipient instant message system.

The process 2300 begins when the instant message host system receives an animation trigger that a user intends to associate with the user's avatar (step 2310). The instant message host system determines an access control level associated with the user (step 2320) and accesses an access control level that is associated with the animation trigger (step 2330). A determination is made as to whether the access control level for the received animation trigger is consistent with the access control level for the user (step 2340). If the access control levels are consistent (step 2350), the instant message host system enables the received trigger to be associated with an animation of the user's avatar (step 2360).

If the access control level of user is inconsistent with the access control level of the animation trigger (step 2350), the instant message host system takes appropriate action (step 2370). In one example of appropriate action, the instant message host system prompts the user with a message stating that the user is not permitted to associate the animation trigger with the avatar. The user may choose to attempt to associate the avatar animation with a different animation trigger. In another example, the prohibited animation trigger is automatically replaced with a default or substituted (and, presumably, less offensive) trigger, which, in turn, is associated with an animation of the user's avatar. The user may be notified of the replacement or prompted to confirm the replacement. In yet another implementation, users having a particular access control level may not be permitted to customize any animation triggers for an avatar.

In many cases, access control information for animation triggers may be provided in the form of a “black” list of prohibited words or phrases. In such a case, steps 2320-2340 may be performed by checking whether the received animation trigger (or portion thereof, in some implementations) is included in the black list of prohibited animation words or phrases that is associated with the access control level of the user and determining whether the animation trigger is consistent with the user's access control level based on whether the animation trigger is in the black list. More particularly, when the animation trigger is not included in the black list, the animation trigger is determined to be consistent with the access control level of the user (and, hence, is permitted to be associated with the user's avatar). In contrast, when the animation trigger is included in the black list, the animation trigger is determined not to be consistent and appropriate action is taken.

FIG. 24A shows an example data structure 2400 for access control information in simplified form. The data structure 2400 may be an implementation of access control information 1939 of FIG. 19. The data structure 2400 includes avatar access control information 2410 that has an avatar identifier 2412 that identifies a particular avatar and an avatar access control level 2413 that identifies the access control level associated with the avatar identified by avatar identifier 2412. The avatar access control information 2410 also may include a substitute avatar identifier 2414 that identifies an avatar that may be substituted for the avatar identified by the avatar identifier 2412 in that event that the access control level 2413 of the avatar identified by avatar identifier 2412 is inconsistent with the access control level of the intended recipient.

In some implementations, the avatar access control information 2410 optionally may include an avatar animation identifier 2415. The avatar animation identifier 2415 corresponds to an animation (or class of animations) that can or cannot be performed by the avatar identified by the avatar identifier 2412. When the avatar access information 2410 includes an avatar animation identifier 2415, the access control level 2413 indicates an access control level that is associated with the avatar animation identifier 2415 for the avatar identified by the avatar identifier 2142. Additionally, an avatar animation identifier 2415 may be associated with an avatar animation type 2416 that describes one of several animation types. In some implementations, the access control level of multiple avatar animations may be different than one another and different from the access control level associated with the avatar itself. In other implementations, the animations associated with an avatar may be associated with same access control level as access control level of the avatar itself.

The data structure 2400 also includes wallpaper access control information 2420 includes information similar to that of avatar access control information 2410. More particularly, the wallpaper access control information 2420 includes a wallpaper identifier 2422 that identifies a particular wallpaper and a wallpaper access control level 2423 associated with the particular wallpaper identified by the wallpaper identifier 2422. The wallpaper access control information 2420 also may include a substitute wallpaper identifier 2424 that identifies a wallpaper that may be substituted for the wallpaper identified by the wallpaper identifier 2422 in that event that the access control level 2423 of the wallpaper identified by wallpaper identifier 2422 is inconsistent with the access control level of the intended recipient.

Some implementations may also optionally include a wallpaper feature identifier 2425 that identifies a wallpaper feature (e.g., an object or an animation) and a wallpaper feature type 2426. When the wallpaper access information 2420 includes an wallpaper feature identifier 2425, the access control level 2423 indicates an access control level that is associated with the wallpaper feature identifier 2425 for the wallpaper feature identified by the wallpaper feature identifier 2425.

The data structure 2400 also includes animation trigger access control information 2430 identifying access control level information for a particular animation trigger. The animation trigger access information 2430 includes an animation trigger identifier 2432 that identifies an animation trigger and an access control level 2433 that is associated with the particular animation trigger identified by the animation trigger access identifier 2432.

In some implementations, the animation trigger information 2430 optionally may include one or more substitute triggers 2434 to replace a prohibited animation. Additionally, in some implementations, the animation trigger information 2430 may include multiple substitute triggers and multiple substitute trigger access control levels 2436. Each substitute trigger may be associated with an access control level. One of the substitute triggers 2434 may be used if the corresponding access control level 2436 is consistent with the access control level of the user. This may enable an instant messaging host system to substitute one of the several substitute triggers based on the corresponding access control level of the substitutes. For example, a first substitute may be associated with an access control level of mature teen, whereas a second substitute may be associated with an access control level of young teen. When the access control level of the user is a mature teen, the first substitute trigger may be used in place of the prohibited animation trigger identified by the animation trigger identifier 2432. Similarly, when the access control level of the user is a young teen, the second substitute trigger may be used. The techniques and concepts of multiple substitute animation triggers also may be applied to substitute avatars, substitute avatar animations, substitute wallpaper, and substitute wallpaper features.

FIG. 24B depicts an example data structure 2460 for access control information associated with a user. The data structure 2460 may be an implementation of associations 1934 b of access control levels to users of FIG. 19.

The data structure 2460 stores user information that includes a user identifier 2461, such as a screen name or other user identity or account identifier, that identifies an instant message identity. The user information 2460 also includes an access control level 2362 that is associated with the instant message identity identified by the user identifier 2461.

In some implementations, the data structure 2450 optionally includes access control information 2470 that identifies avatars and/or components of avatars to which the instant message identity identified by the user identifier 2461 should not be exposed. In such a case, the data structure 2450 may augment, or substitute, the data structure 2400 for access control information or another implementation of access control information 1939 of FIG. 19.

The access control information 2470 identifies one or more restricted avatars 2473, one or more restricted animations 2474, one or more restricted wallpapers 2475, one or more restricted wallpaper animations or features 2476, and/or one or more restricted animation triggers 2477.

For example, restricted avatars 2463 may include the identifiers for avatars which are inconsistent with the instant message identity's access control level. Similar restrictions may be included in restricted avatar animations 2464, restricted wallpapers 2465, restricted wallpaper animations 2466 and restricted animation triggers 2467.

The data structure 2470 also may be used to store identity-specific determinations of avatars or components of avatars that are restricted, for example, as described previously with respect to FIGS. 21 and 22.

FIGS. 25A-25D show another example of a process 2500 for restricting the selection of an avatar and components of avatars based on an access control level of an instant message identity. In contrast to the process 2000 of FIG. 20, the process 2500 includes controlling the selection of avatar animations, animation triggers, wallpapers, and wallpaper animations. For convenience, particular components described with respect to FIG. 19 are referenced as performing the process 2500. However, similar methodologies may be applied in other implementations where different components are used.

The instant message host system determines the access control level for the instant message identity to be associated with an avatar to be selected (step 2503) and accesses the access control information for avatars that are generally available for selection (step 2505), as described previously with respect to steps 2010 and 2020 of FIG. 20. The instant message host system makes a determination as to the avatars (or avatar components) that have access control levels that are consistent with the access control level of the instant message identity (step 2507). This may be accomplished, for example, by the instant message host system comparing the access control level of the instant message identity with the access control level information for each of the avatars to determine the consistency of the access control levels for each avatar, as described previously with regard to step 2030 of FIG. 20. The instant message host system only presents an avatar as a selection option when an the access control level of the avatar is consistent with the access control level of the instant message identity (step 2509). The instant message host system receives an indication of the avatar selected by the instant message identity (step 2511). Based on this selection, the instant message host system accesses the access control information for the avatar animations associated with the avatar selection (step 2513). By comparing the access control level of the instant message identity with the access control level information for the avatars animations, the instant message host system makes a determination regarding the consistency of access control levels for each avatar animation (step 2515). Based on this determination, avatar animations may be discarded, disabled or substituted when an avatar animation is not consistent with the access control level of the instant message identity (step 2517).

The instant message host system also receives one or more user-configured animation triggers to be associated with an instant message identity (step 2519) and accesses access control information for animation triggers (step 2521). The instant message host system then determines whether the received animation triggers are consistent with the access control level of the instant message identity (step 2523). This may be accomplished, for example, by checking whether each received animation trigger is included on a black list of restricted animation triggers, as described previously. The instant message host discards, disables or substitutes a different trigger for each animation trigger that is not consistent with the access control level of the identity (step 2525).

The instant message host system also may access the access control information for wallpapers (step 2527). The instant message host system determines whether the access control level of a wallpaper is consistent with the access control level of the instant message identity (step 2529) and only presents, as selection options, wallpapers that are consistent with the access control level of the instant message identity (step 2531). The instant message host system receives an indication of the wallpaper selected by the instant message identity (step 2533). Based on the received wallpaper selection, the instant message host system accesses access control information for wallpaper animations that are associated with the wallpaper selection (step 2535). The instant message host system determines whether the access control level for a wallpaper animation is consistent with access control level for the instant message identity (step 2537). Based on the determination, wallpaper animations that are inconsistent with the access control level of the identity are discarded, disabled or substituted (step 2539). The selected avatar, animation triggers that are associated with the selected avatar and consistent with the access control level of the identity, the selected wallpaper, and wallpaper animations that are associated with the selected wallpaper and consistent with the access control level of the identity are associated with the instant message identity (step 2541).

FIGS. 26A-26C illustrate another example of a process 2600 for to restricting exposure of inappropriate items in an instant message directed to an intended instant message recipient. In contrast to the process 2100 of FIG. 21, the process 2600 includes controlling the exposure of avatar animations, animation triggers, wallpapers, and wallpaper animations. For convenience, particular components described with respect to FIG. 19 are referenced as performing the process 2600. However, similar methodologies may be applied in other implementations where different components are used.

The instant message host system receives an instant message that is associated with an avatar directed to an instant message recipient (step 2603) and determines whether access controls are to be applied to the instant message (step 2605). For example, in some implementations, access controls are applied only to selected accounts, typically at a user's selection. When access controls are not to be applied (step 2606), the recipient is allowed to perceive the instant message with the avatar, wallpaper, animations and triggers unmodified (step 2607).

When access controls are to be applied (step 2606), the instant message host system determines whether the intended recipient who is prohibited from receiving any avatar (step 2609), and, if so, the instant message host system enables the recipient to perceive the instant message without an associated avatar (step 2611) and the process 2600 ends.

When the recipient is permitted to receive avatars and access controls are to be applied (step 2610), the instant message host system determines whether the access control level of the avatar is consistent with the access control level of the intended recipient (step 2613). When the access control level of the recipient is not consistent with the access level control of the avatar (step 2614), the recipient is permitted to perceive the instant message without an avatar (step 2611) and the process 2600 ends.

When the recipient is permitted to perceive the avatar (step 2614), further access control level consistency checks are performed. More particularly, the instant message host system determines whether the access control levels of the animations associated with the avatar are consistent with the access control level of the recipient (step 2615) and discards, disables or substitutes avatar animations for any avatar animations that are not consistent with the access control level of the recipient (steps 2616 and 2617).

The instant message host system also determines whether the access control level of the recipient is consistent with the access control levels of animation triggers associated with the avatar (step 2619) and discards, disables or substitutes triggers for any animation triggers that are not consistent with the access control level of the recipient (steps 2620 and 2621). The instant message host system also determines whether the access control level of the recipient is consistent with the access control level of wallpaper associated with the avatar (step 2623) and discards an inconsistent avatar wallpaper or substitutes a consistent avatar wallpaper for wallpaper that is not consistent with the access control level of the recipient (steps 2624 and 2625). The instant message host system also determines whether the access control level of the recipient is consistent with the access control levels of wallpaper animations associated with the wallpaper (step 2627) and discards, disables or substitutes one or more wallpaper animations for wallpaper animations that are inconsistent with the access control level of the recipient (steps 2628 and 2629).

The instant message host system then enables the intended recipient to perceive the instant message and associated avatar, wallpaper, animations and triggers that have been verified for consistency with the access control level of the identity (step 2631).

Instant messaging programs typically allow instant message senders to communicate in real-time with each other in a variety of ways. For example, many instant messaging programs allow instant message senders to send text as an instant message, to transfer files, and to communicate by voice. Examples of instant messaging communication applications include AIM (America Online Instant Messenger), AOL (America Online) Buddy List and Instant Messages which is an aspect of many client communication applications provided by AOL, Yahoo Messenger, MSN Messenger, and ICQ, among others. Although discussed above primarily with respect to instant message applications, other implementations are contemplated for providing similar functionality in platforms and online applications. For example, the techniques and concepts may be applied to an animated avatar that acts as an information assistant to convey news, weather, and other information to a user of a computer system or a computing device.

The techniques and concepts generally have been described in the context of an instant messaging system that uses an instant messaging host system to facilitate the instant messaging communication between instant message senders and instant message recipients. Other instant message implementations are contemplated, such as an instant message service in which instant messages are exchanged directly between an instant message sender system and an instant message recipient system.

The techniques and concepts have been generally described to take appropriate action to protect a recipient from exposure to an inappropriate avatar. The techniques and concepts may be similarly applicable to avatar animations, wallpapers, wallpaper animations or other components of the avatar or instant message. In some implementations, a query may be directed to either the intended recipient or a third party, such as a parent or supervisor, to determine proper disposition of the instant message and components of the avatar accompanying the instant message. Actions taken to protects recipients from exposure to avatars may also be taken with respect to wallpapers, animations and other components of the avatar and communication. For example, only animations that meet the access control level of the recipient may be played to protect the intended recipient from unwanted exposure to inappropriate sounds or visual effects. In some cases, an animation may not play as a protective action, whereas, in other cases, a default or alternative animation may be played in place of the inappropriate animation.

The access control information for avatars and other aspects of instant messages has been illustrated using a set of parental control levels. The benefits of the techniques described are not limited to a system that use parental control levels and are equally applicable to a system that uses other parental control information, such as a binary parental control process in which parental controls are either applied or not applied to a particular device or identity.

Generally, for convenience, the techniques and concepts have been described using the terms “user” and “identity.” The term “user” has generally been applied to describe a person who is manipulating a computer device or communication device operating a client application of an instant messaging service, whereas the term “identity” has generally been applied to describe a person who is accessible through the instant message service (e.g., is a user of the instant messaging service though the person need not necessarily be signed-on to the instant message service). Both of the terms “user” and “identity” refer to a natural person who is able to access and use the instant messaging service.

In addition, the access control techniques and concepts have been described with respect to avatars capable of being animated and describing wallpaper as a component of an avatar. Animations of avatars, objects associated with an avatar, and wallpaper may be, or may include, playing sounds. The access control techniques and concepts may be applicable to communications that need not necessarily include an avatar capable of being animated. For example, the access control techniques may be applied to an instant message that includes an accompanying buddy icon (e.g., a two-dimensional, non-animated icon) or to wallpaper accompanying an instant message that does not include an avatar or buddy icon. The access control techniques may be applied to the text of an instant message alone or in combination with other components of the instant message.

Implementations of the techniques discussed above may include a method or process, a system or apparatus, or computer software on a computer-accessible medium. Other implementations are within the scope of the following claims. 

1-33. (canceled)
 34. A computer-implemented method for applying access control information to avatar selection, the method comprising: identifying a user identity; determining access control information associated with the user identity; determining access control information associated with avatars available for selection; determining whether the access control information associated with the user identity corresponds to the access control information associated with the avatars; and enabling selection of an avatar when it is determined that the access control information associated with the user identity corresponds to the access control information associated with the avatar.
 35. The method of claim 34, wherein the avatar comprises an avatar capable of being animated.
 35. The method of claim 34, wherein the avatar comprises an avatar capable of accompanying an instant message.
 36. The method of claim 34, wherein determining whether the access control information associated with the user identity corresponds to the access control information associated with the avatar comprises determining whether the access control information associated with the user identity matches the access control information associated with the avatar.
 37. The method of claim 34, wherein: the access control information comprises hierarchical access control levels, and determining whether the access control information associated with the user identity corresponds to the access control information associated with the avatar comprises determining whether the access control level associated with the user identity matches the access control level associated with the avatar.
 38. The method of claim 34, wherein: the access control information comprises hierarchical access control levels, and determining whether the access control information associated with the user identity corresponds to the access control information associated with the avatar comprises determining whether the access control level associated with the user identity is superordinate to the access control level associated with the avatar.
 39. The method of claim 34, wherein enabling selection comprises making the avatar perceivable by the user identity based on whether the access control information associated with the user identity is determined to correspond to the access control information associated with the avatar.
 40. The method of claim 34, wherein enabling selection comprises accepting or rejecting a selection of the avatar by the user identity conditioned on whether the access control information associated with the user identity is determined to correspond to the access control information associated with the avatar.
 41. The method of claim 34, wherein enabling selection comprises accepting selection of the avatar by the user identity only when the access control information associated with the user identity is determined to correspond to the access control information associated with the avatar.
 42. The method of claim 34, wherein enabling selection comprises rejecting a selection of the avatar by the user identity only when the access control information associated with the user identity is determined not to correspond to the access control information associated with the avatar.
 43. The method of claim 34, wherein enabling selection comprises making less than all of several versions of the avatar perceivable to the user identity based on whether the access control information associated with the user identity is determined to correspond to the access control information associated with the one of several versions of the avatar.
 44. The method of claim 34, wherein identifying a user identity comprises identifying a user identity for which the avatar is being selected based on the identity of the user performing the selection.
 45. The method of claim 34, wherein identifying a user identity comprises receiving a user identity specified by a second user identity performing the selection, and the second user identity is determined to be different than the user identity to be associated with the avatar.
 46. The method of claim 34, wherein: the access control information comprises more than two hierarchical access control levels, and determining whether the access control information associated with the user identity corresponds to the access control information associated with the avatar comprises determining whether the access control level associated with the user identity matches the access control level associated with the avatar.
 47. The method of claim 34, wherein: the access control information comprises more than two hierarchical access control levels, and determining whether the access control information associated with the user identity corresponds to the access control information associated with the avatar comprises determining whether the access control level associated with the user identity is superordinate to the access control level associated with the avatar.
 48. The method of claim 34, wherein the determination whether the access control information associated with the user identity corresponds to the access control information associated with the avatars is based on an appearance of the avatar, the appearance comprising a particular visual characteristics of an avatar related to a contextual suitability of displaying of the avatar.
 49. A computer-implemented method for applying access control information to creating triggers to control avatar animation, the method comprising: identifying a user identity associated with an avatar capable of being animated in response to a text trigger; determining access control information associated with the user identity; receiving an indication of a text trigger to be used to animate the avatar; determining access control information associated with the text trigger; determining whether the access control information associated with the user identity corresponds to the access control information associated with the indicated text trigger; and enabling association of the indicated text trigger with the avatar when it is determined that the access control information associated with the user identity corresponds to the access control information associated with the indicated text trigger.
 50. The method of claim 49, wherein identifying a user identity comprises identifying a user identity for which an avatar selection is enabled based on the identity of the user performing the selection.
 51. The method of claim 49, wherein identifying a user identity comprises receiving a user identity specified by a second user identity performing the selection and the second user identity is different than the user identity to be associated with the avatar.
 52. The method of claim 49, further comprising: receiving an indication of a second text trigger to be used to animate the avatar; and determining access control information associated with the second text trigger, wherein the access control information associated with the text trigger differs from the access control information associated with the second text trigger.
 53. The method of claim 49, further comprising: determining access control information associated with the avatar, wherein the access control information associated with the text trigger differs from the access control information associated with the avatar.
 54. The method of claim 53, wherein enabling association of the indicated text trigger with the avatar based on whether the access control information associated with the user identity is determined to correspond to the access control information associated with the indicated text trigger comprises: enabling visual perception of the avatar based on whether the access control information associated with the user identity is determined to correspond to the access control information associated with the avatar; and enabling association of the indicated text trigger with the avatar based on whether visual perception of the avatar has been enabled and on whether the access control information associated with the user identity is determined to correspond to the access control information associated with the indicated text trigger.
 55. The method of claim 49, wherein determining whether the access control information associated with the user identity corresponds to the access control information associated with the avatar comprises determining whether the access control information of the user identity matches the access control information of the avatar.
 56. The method of claim 49, wherein determining whether the access control information associated with the user identity corresponds to the access control information associated with the avatar comprises determining whether the access control information of the user identity is violative of the access control information of the avatar.
 57. A computer-implemented method for applying access control information to avatar selection, the method comprising: identifying a user identity associated with a user of a messaging system; determining access control information associated with the user identity; receiving, by the user, a selection of an avatar to be associated with the user; determining whether the access control information associated with the user identity corresponds to access control information associated with the selected avatar; when it is determined that the access control information associated with the user identity corresponds to the access control information associated with the selected avatar, associating the user identity with the selected avatar for use in the messaging system; and when it is determined that the access control information associated with the user identity does not correspond to the access control information associated with the selected avatar, preventing association of the user identity with the selected avatar for use in the messaging system. 